Re: ÆoD 6.66 Alpha 6 (03/29/2018)
Posted: Thu Jun 07, 2018 6:39 pm
Spoiler:
Thank you! Looking forward to have that option. Will it be inside the powerup.txt in zaeod? So I can just copy the change because I have modified alot of small stuff lolMajor Cooke wrote:You don't. For now. Eventually I'll put in an option that simply replaces it with pentagram of protection and disables the effects of gathering 666 souls.
Code: Select all
Actor AEoDAA12Item : AEoDWeaponPickup // 1337
{
+FLOORCLIP
+INVENTORY.IGNORESKILL +DONTGIB
Inventory.Amount 1
Inventory.PickupMessage "You found a AA-12 Automatic Shotgun!"
Inventory.PickupSound "Sounds/AA12BOLT"
Scale 0.4
States
{
Spawn:
AAEP A -1
Loop
Pickup:
TNT1 A 0 A_JumpIfInventory("AEoDAA12",1,"Ammo")
TNT1 A 0 A_JumpIf(CallACS("WeaponSlotLimitCheck",9) <= 0,"Nothing")
TNT1 A 0 A_GiveInventory("Weapon9Count",1)
TNT1 A 0 A_GiveInventory("AA12Drop",1)
TNT1 A 0 A_GiveInventory("AEoDAA12",1)
TNT1 A 0 A_PrintBold("\cgSlot 9: AA-12 Automatic Shotgun")
Stop
Nothing:
TNT1 A 0 A_JumpIfInventory("AEoDAA12",1,"Ammo")
TNT1 A 0 A_JumpIfInventory("LimitScriptActive",1,1)
Goto Pickup+2
TNT1 A 0 ACS_NamedExecute("s798",0,4,35,0)
Fail
Ammo:
TNT1 A 0 A_GiveInventory("AEoDAA12",1)
Stop
}
}
Actor AEoDAA12 : AEoDWeaponBase // 1337
{
+FLOORCLIP
Weapon.AmmoType1 "AEShell"
Weapon.AmmoGive1 32
Weapon.AmmoUse1 1
Weapon.SelectionOrder 9000
+INVENTORY.IGNORESKILL +DONTGIB
Inventory.PickupMessage "You got the AA-12 Automatic Shotgun!"
Inventory.PickupSound "Sounds/AA12BOLT"
weapon.upsound "weapons/draw"
Tag "AA12 Shotgun"
Scale 0.4
States
{
Spawn:
AAEP A 3
Stop
Ready:
AAEG A 1 A_WeaponReady
Loop
Deselect:
TNT1 A 0 //ACS_NamedExecute("s799",0,0,0,0)
AAEG A 1 A_Lower
TNT1 AA 0 A_Lower
Loop
Select:
TNT1 A 0 //ACS_NamedExecute("s799",0,4,0,0)
AAEG A 1 A_Raise
TNT1 AA 0 A_Raise
Loop
Fire:
TNT1 A 0 A_Light1
TNT1 A 0 A_PlaySound("Sounds/AA12F",CHAN_WEAPON,0.7,0)
TNT1 A 0 //ACS_NamedExecute("s851",0,20,random(-8,8),0)
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,5,-12)
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
AAEF A 1 Bright A_FireBullets(5,2,7,5,"ShotgunPuff",1)
TNT1 A 0 A_Light0
TNT1 A 0 A_Recoil(0.04)
AAEF B 1 Bright //ACS_NamedExecute("s851",0,-10,0,0)
AAEF C 1 Bright //ACS_NamedExecute("s851",0,-10,0,0)
AAEF D 1
AAEF E 1
AAEF F 1
AAEF G 1 A_ReFire
Goto Ready
}
}
Actor AA12Drop : AEoDWeaponDrop
{
Inventory.MaxAmount 1
States
{
Use:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("DroppedAA12",0,0,32,8,0,0,0,SXF_NOCHECKPOSITION,0)
Stop
}
}
Actor DroppedAA12
{
Radius 16
Height 20
Scale 0.4
States
{
Spawn:
AAEP A 15
TNT1 A 0 A_SpawnItemEx("AEoDAA12NoAmmo",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER,0)
Stop
}
}
Actor AEoDAA12NoAmmo : AEoDAA12Item
{
+FLOORCLIP
+INVENTORY.IGNORESKILL +DONTGIB
Scale 0.4
Inventory.Amount 1
Inventory.PickupMessage "You found the AA-12 Automatic Shotgun!"
Inventory.PickupSound "Sounds/AA12BOLT"
States
{
Spawn:
AAEP A -1
Loop
Pickup:
TNT1 A 0 A_JumpIf(CallACS("WeaponSlotLimitCheck",9) <= 0,"Nothing")
TNT1 A 0 A_JumpIfInventory("AEShell",32,"Ammo")
TNT1 A 0 A_GiveInventory("Weapon9Count",1)
TNT1 A 0 A_GiveInventory("AA12Drop",1)
TNT1 A 0 A_GiveInventory("AEoDAA12",1)
TNT1 A 0 A_TakeInventory("AEShell",32)
TNT1 A 0
Stop
Nothing:
TNT1 A 0 A_JumpIfInventory("AEoDAA12",1,"Ammo")
TNT1 A 0 A_JumpIfInventory("LimitScriptActive",1,1)
Goto Pickup+2
TNT1 A 0 ACS_NamedExecute("s798",0,4,39,0)
Fail
Ammo:
TNT1 A 0 A_TakeInventory("AEShell",32)
TNT1 A 0 A_JumpIfInventory("AEoDAA12",1,2)
TNT1 A 0 A_GiveInventory("Weapon8Count",1)
TNT1 A 0 A_GiveInventory("AA12Drop",1)
TNT1 A 0 A_GiveInventory("AEoDAA12",1)
Stop
}
}
ACTOR ShotCaseSpawn
{
Speed 20
PROJECTILE
+NOCLIP
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_CustomMissile("ShotgunCasing",0,0,random(-80,-100),2,random(40,60))
Stop
}
}
ACTOR ShotgunCasing
{
Height 12
Radius 9
Speed 7
Scale 0.4
+DOOMBOUNCE
- NOGRAVITY
+WINDTHRUST
+CLIENTSIDEONLY
+MOVEWITHSECTOR
+MISSILE
+NOBLOCKMAP
-DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
BounceCount 4
Mass 1
SeeSound "weapons/shell"
States
{
Spawn:
CAS2 ABCDEFGH 3
Loop
Death:
Death:
LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
Goto Rest1
Rest1:
CAS2 I 9009
Stop
Rest2:
CAS2 J 9009
Stop
Rest3:
CAS2 K 9009
Stop
Rest4:
CAS2 L 9009
Stop
Rest5:
CAS2 M 9009
Stop
Rest6:
CAS2 I 9009
Stop
Rest7:
CAS2 J 9009
Stop
Rest8:
CAS2 K 9009
Stop
}
}
If you're using github you can just pull from the repository and pack it up into a .pk3. It's going to be more than just that file though.Josko wrote:Thank you! Looking forward to have that option. Will it be inside the powerup.txt in zaeod? So I can just copy the change because I have modified alot of small stuff lolMajor Cooke wrote:You don't. For now. Eventually I'll put in an option that simply replaces it with pentagram of protection and disables the effects of gathering 666 souls.
I managed to change so Icon of summoning summons a friendly hereiarch or what they are called but he always spawns almost invisible, no idea on that one
Also been trying to extend the skullrod rain altfire but having no luck. Any clue?
I love your tf2 rips, so good LOL, tf2heavy so funny especially when he eats sandvich, any plans to add medic and pyro?
Yes. However development is currently focused elsewhere for the time being. Currently working on D4D, but I'll be providing a fix soon for the few unselectable weapons.YasuoProjectX wrote:Excuse me sir are you still working about new version of ÆoD?? just remind me later, im still playing this mod tho