DoomRater wrote:Attaching mana doesn't make sense in any context. No starting weapons in Hexen use mana.
Why not?, Then the realism and overall playability of the game would increase
DoomRater wrote:Attaching mana doesn't make sense in any context. No starting weapons in Hexen use mana.
Just do what MSX does, drop clusters of ammo in place of the mana pickups.Cryomundus wrote:Well, by far the biggest problem is Hexen's EXTREMELY tiny ammo pool. You really don't get much to work with, really. That said, this isn't exactly a "normal" Hexen weaponset sooo I'd say it should get added as an option, if for no other reason than to mirror Doom's option, and the fact that the more choices, the better.
In the patch, I actually scaled ammo usage to offset this. Shells are 2 blue mana each, Arrows are 5 blue (this probably needs balancing but no-one has complained about it yet), 3 Bullets per 1 green mana, DarkStaff uses both mana but gets slightly more runtime than Doom with no backpack, and the Artifact usage is similarly reduced.Cryomundus wrote:Well, by far the biggest problem is Hexen's EXTREMELY tiny ammo pool. You really don't get much to work with, really.
That is exactly what I said. More specifically, the Revolver starts empty when I have the option 'Revolver Uses Ammo' turned on and the option 'Gun Reloading' turned off.TerminusEst13 wrote:I thought you said the issue was with when "Revolver Starts Full" is On and the revolver still starts empty.
That does not make any sense. You acquire one SMG at a time, so once you acquire a second SMG, you should be able to switch between holding a single SMG and dual-wielding SMGs.And because they're two separate weapons, you're supposed to have one at a time. Cheating gives you both. Simple as that.
My solution was simple, and I used Terminus' already existing SMGAmmo1 and 2 to do it. 1 has a limit of 60, 2 has a limit of 120. SMGAmmo2 represents the real ammo count. Every time the weapon is fired while both SMGs are active, one SMGAmmo1 is taken in addition to two SMGAmmo2. Therefore, the rest of the code...DoomRater wrote:Something I should take a look at sometime is if there's a way to overwrite the ammo capacity for a weapon based on whether the player is supposed to be holding one or two. I was about to say I solved that problem but then realized why it wouldn't work in this case- my weapons didn't reload so they didn't need to worry about a magazine size. That would allow both weapons to be one single weapon, instead of "cheating gives you three songs".
Code: Select all
// Reloading code.
if(CountInv("ActiveDoubleSMGs"))
{
until(!CountInv("ElBullets") || (CountInv("SMGAmmo2") == 120))
{
A_GiveInventory("SMGAmmo2", 1);
A_TakeInventory("ElBullets", 1);
if(CountInv("SMGAmmo2") > 60)
{ // Of course you want to load one SMG before the other :P
A_GiveInventory("SMGAmmo1");
}
}
}
else
{
until(!CountInv("ElBullets") || (CountInv("SMGAmmo2") >= 60))
{ // Load just one SMG's worth of capacity.
A_GiveInventory("SMGAmmo2", 1);
A_TakeInventory("ElBullets", 1);
}
}
// Switching to double.
SwitchToDouble:
TNT1 A 0
{
invoker.SetTag("$WN_SMG2");
A_GiveInventory("ActiveDoubleSMGs");
A_SetInventory("SMGAmmo2", CountInv("SMGAmmo2") + CountInv("SMGAmmo1"));
A_PlaySound("up/smg",CHAN_BODY);
}
// Switching to single.
TNT1 A 0
{
invoker.SetTag("$WN_SMG1");
A_TakeInventory("ActiveDoubleSMGs");
A_SetInventory("SMGAmmo2", CountInv("SMGAmmo2") - CountInv("SMGAmmo1"));
A_PlaySound("up/smg",CHAN_BODY);
}