Lizardcommando's Eri-Guns mod (Ver. 4)

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lizardcommando
Posts: 1489
Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: Lizardcommando's Eri-Guns mod (Ver. 3)

Post by lizardcommando »

Deii wrote:I think an auto shotgun would only make this better, really. I was playing through Maps of Chaos Hardcore with this mod and I often felt like one would come in handy for large swarms of enemies, though I'm not sure how you could balance things out - maybe an alternative SSG spawn?
I would have the SSG be a random spawner for the auto-shotgun and the SSG.
I think a railgun could work nicely as well, but I don't know if Eriance has railgun sprites. Could sneak in some hell-tech gun from Eriguns 2 to stand in for a railgun, but I don't know if that's what you're going for.
I mostly want to stick with the military weapons. I'm not a fan of the hell-tech weapons. As far as the railgun goes, I think there were some older Eriance sprites (which is what used the Laser-Point rocket launcher), but I can't seem to track those downs anymore.
This being said, it's still fun to play with. The kick is quite useful and the guns feel and sound good.
Thanks for the feedback. I'm glad you like this mod. :)
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lizardcommando
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Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: Lizardcommando's Eri-Guns mod (Ver. 3)

Post by lizardcommando »

Hmm, upon copying+pasting the autoshotgun coding from Eriguns into my mod, I keep getting this error:

Code: Select all

Script error, "my-eriguns3.wad:DECORATE" line 716:
'@property@weapon.ammouse' is an unknown actor property
I'm not sure how to go about fixing this.
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Ac!d
Posts: 345
Joined: Tue Apr 02, 2019 5:13 am
Location: France

Re: Lizardcommando's Eri-Guns mod (Ver. 3)

Post by Ac!d »

This is my version of the auto-shotgun for the mod (Credits to Xaser and Lizarcommando)
Spoiler:
Last edited by Ac!d on Sat Aug 31, 2019 12:57 pm, edited 1 time in total.
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lizardcommando
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Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Post by lizardcommando »



Sorry for the multiple posts, but here is Version 3A. The autoshotgun is not in this, but the updated dual pistol sprites are in it. I also made some changes to the fists too.

Download it here:
https://www.mediafire.com/file/7zebszyi ... A.zip/file
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Ac!d
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Location: France

Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Post by Ac!d »

Excellent ! 8-)
My first post on this page contain the code for the autoshotgun and the random spawner supershotgun / autoshotgun.
Last edited by Ac!d on Sat Aug 31, 2019 1:16 pm, edited 1 time in total.
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lizardcommando
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Location: Boringland, California

Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Post by lizardcommando »

Also your coding works excellent. Thanks Ac!d! :)

The only thing though is that I can keep reloading the weapon, even if I have a full magazine. Not sure how to fix that.
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Neccronixis
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Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Post by Neccronixis »

Personally I'd like to see for this mod:
- faster weapon selection (like in Duke Nukem 3D or Final Doomer)
- Auto-shotgun
- Remove the +NOAUTOFIRE parameter for pump shotgun to make it function like the original DOOM shotgun
- Replace the laser rocket launcher with the grenade launcher from Eriguns 1 (give the default rocket launcher Laser-guided ability, OR give the dual rocket launcher laser-guided ability since it has inherent inaccuracy)
- Slightly smoother melee punch animations
- Shell casings
- Here are some franken-sprites I made for a railgun if you need them:

Also, the numbers on the machinegun shift from the screen during erratic movement
Attachments
Railgun Sprites.png
Railgun Sprites.png (8.32 KiB) Viewed 1014 times
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Ac!d
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Location: France

Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Post by Ac!d »

Neccronixis wrote: Personally I'd like to see for this mod:
- faster weapon selection (like in Duke Nukem 3D or Final Doomer)

Code: Select all

	Select:
		"####" A 1 A_Raise(12) // void A_Raise [(int raisespeed)] => how much the weapon is raised by. Default is 6.
		Loop
	Ready:
		"####" A 1 A_WeaponReady
		Loop
	Deselect:
		"####" A 1 A_Lower(12) // void A_Lower [(int lowerspeed)] => how much the weapon is lowered by. Default is 6.
		Loop
- Slightly smoother melee punch animations
Perkristian made some smooth sprites for the melee.

Edit : At the same time, I really like the frankensprite for the railgun. Did you made a pickup sprite ?
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Neccronixis
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Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Post by Neccronixis »

Ac!d wrote:At the same time, I really like the frankensprite for the railgun. Did you made a pickup sprite ?
Yes, I have made one.
Attachments
Railgun Pickup Sprite.png
Railgun Pickup Sprite.png (3.25 KiB) Viewed 977 times
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lizardcommando
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Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Post by lizardcommando »

The rail gun looks pretty cool. I may have to use this.

As far as the rocket launcher goes, is there a way to have it so that there could be an item pickup that permanently upgrades the rocket launcher to the laser-point rocket launcher?
Stock-Doom
Posts: 39
Joined: Thu Feb 08, 2018 6:42 pm

Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Post by Stock-Doom »

Ac!d wrote:
Neccronixis wrote: Personally I'd like to see for this mod:
- faster weapon selection (like in Duke Nukem 3D or Final Doomer)

Code: Select all

	Select:
		"####" A 1 A_Raise(12) // void A_Raise [(int raisespeed)] => how much the weapon is raised by. Default is 6.
		Loop
	Ready:
		"####" A 1 A_WeaponReady
		Loop
	Deselect:
		"####" A 1 A_Lower(12) // void A_Lower [(int lowerspeed)] => how much the weapon is lowered by. Default is 6.
		Loop
- Slightly smoother melee punch animations
Perkristian made some smooth sprites for the melee.

Edit : At the same time, I really like the frankensprite for the railgun. Did you made a pickup sprite ?
Well, I do hope it's edited, since the Perk's ones are clearly for doomguy. :?
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lizardcommando
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Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Post by lizardcommando »



Ok. Here is the update so far. Updated Dual Pistols sprites (if you somehow missed the other video), the new Railgun (weapon sprites by Neccronix), and new Autoshotgun.

I'm happy with the Dual Pistols but the Autoshotgun can reload anytime, despite if it has no ammo or full ammo in its magazine. The Railgun is almost perfect, it's just that there is no explosion sprites after the railgun shot hits a wall or object.
Stock-Doom
Posts: 39
Joined: Thu Feb 08, 2018 6:42 pm

Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Post by Stock-Doom »

lizardcommando wrote:

Ok. Here is the update so far. Updated Dual Pistols sprites (if you somehow missed the other video), the new Railgun (weapon sprites by Neccronix), and new Autoshotgun.

I'm happy with the Dual Pistols but the Autoshotgun can reload anytime, despite if it has no ammo or full ammo in its magazine. The Railgun is almost perfect, it's just that there is no explosion sprites after the railgun shot hits a wall or object.
Well, for the Auto-Shotgun, you could remove the Reload function and, just like the Gatling consume two bullets, make it spent 2/3 shells.

Since I would like this mod to stay within Doom's vanilla behavior, it could be an aceptable compromise.

That way, it would balance its fast and lethal damage with fast consumption of shells as a flaw.

For the Railgun, it would needs a completely custom Bulletpuff actor, since the default one is hard-coded to not generate any decal or puff.
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lizardcommando
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Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Post by lizardcommando »

I got the Zoom function working finally for the Rail Gun. I'll try to squash a couple more bugs and then post up a link either later tonight or tomorrow morning.
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lizardcommando
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Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Post by lizardcommando »

Well, I'm pretty stumped so far with the Railgun. For some reason, the attack sound always plays even when firing the secondary shot. The secondary shot has its own unique firing sound. The scope zoom toggle is fucked up. You can hold down the secondary function button in order to rapidly switch scope zooms, which is what I don't want. I'd prefer it to be you have to press the secondary function every time you want to switch zoom levels. Also, custom bullet puffs for the rail gun doesn't seem to work.

This is what I got so far.

Code: Select all

ACTOR EriRailgun : DoomWeapon
{
	+NoAlert
	+ExtremeDeath
	Game Doom
	Scale 0.8
	SpawnID 30
	Weapon.SelectionOrder 100
	Weapon.AmmoUse 20
	Weapon.AmmoGive 40
	Weapon.AmmoType "Cell"
	Weapon.Kickback 500
	Decal "DoomImpScorch"
	Inventory.PickupMessage "You found the Railgun!"
	Obituary "%o was obliterated by %k's Railgun"
	AttackSound "weapons/railgunlaser"
	States
	{
	Ready:
		TNT1 A 0 A_JumpIfInventory("RailGunZoom", 1, "ReadyScope")
		RGUN A 1 A_WeaponReady
		Loop
	ReadyScope:
      RSCP A 1 A_WeaponReady(WRF_NoBob)
      Loop
	Deselect:
	    TNT1 A 0 A_TakeInventory ("RailGunZoom", 2)
		TNT1 A 0 A_ZoomFactor(1.0)
		RGUN A 1 A_Lower
		Goto Deselect+2
	Select:
		RGUN A 1 A_Raise
		Loop
  Fire:
		RGUF A 0 A_JumpIfInventory("RailGunZoom", 1, "FireZoom")
		RGUF A 0 A_AlertMonsters
		RGUF A 2 Bright A_PlaySound("weapons/railgunlaser",CHAN_WEAPON)
		RGUF B 2 Bright A_RailAttack(250,0,10,"LIGHTBLUE","BLUE",RGF_FULLBRIGHT,0,"RailGunPuff",0,0,0,0,5,1.0,"TracerTrail")
		RGUN C 5
		RGUN B 6 A_PlaySound("weapons/railguncharge")
		RGUN CD 7
		RGUN B 6 A_PlaySound("weapons/railguncharge")
		RGUN CD 7
		RGUN B 6 A_PlaySound("weapons/railguncharge")
		RGUN CD 7
		RGUN B 6 A_PlaySound("weapons/railguncharge")
		RGUN CD 7
		RGUN A 6 A_PlaySound("weapons/railgunchdone")
		RGUN A 4
		TNT1 A 0 A_ReFire
		Goto Ready
	FireZoom:
		TNT1 A 0 A_AlertMonsters
		RSCP A 3 Bright A_PlaySound("weapons/sniperlaser",CHAN_WEAPON)
		RSCP B 4 Bright A_RailAttack(330,0,10,"PINK","RED",RGF_FULLBRIGHT,0,"SniperRailGunPuff",0,0,0,0,5,1.0,"SniperTracerTrail")
		RSCP B 12
		RSCP C 8 A_PlaySound("weapons/railguncharge")
		RSCP C 11
		RSCP D 8 A_PlaySound("weapons/railguncharge")
		RSCP D 11
		RSCP E 8 A_PlaySound("weapons/railguncharge")
		RSCP E 11
		RSCP F 8 A_PlaySound("weapons/railguncharge")
		RSCP F 11
		RSCP A 8 A_PlaySound("weapons/railgunchdone")
		RSCP A 5
		TNT1 A 0 A_ReFire
		Goto Ready
	AltFire:
    TNT1 A 1 A_PlayWeaponSound("weapons/sniperzoom")
    TNT1 A 0 A_SetCrosshair(0)
    RSCP A 2 A_WeaponReady(WRF_NoBob)
    TNT1 A 0 A_JumpIfInventory("RailGunZoom", 2, "ZoomOut")
    TNT1 A 0 A_JumpIfInventory("RailGunZoom", 1, "Zoom2")
  Zoom1:
      RSCP A 1 A_PlayWeaponSound("weapons/sniperzoom")
    TNT1 A 0 A_ZoomFactor(3.0)
    TNT1 A 0 A_GiveInventory ("RailGunZoom", 1)
    Goto "AltFireDone"
  Zoom2:
      RSCP A 1 A_PlayWeaponSound("weapons/sniperzoom")
    TNT1 A 0 A_ZoomFactor(7.0)
    TNT1 A 0 A_GiveInventory ("RailGunZoom", 1)
    Goto "AltFireDone"
  ZoomOut:
      RSCP A 1 A_PlayWeaponSound("weapons/sniperzoom")
    TNT1 A 0 A_SetCrosshair(0)
    TNT1 A 0 A_ZoomFactor(1.0)
    TNT1 A 0 A_TakeInventory ("RailGunZoom", 2)
    Goto "AltFireDone"
  AltFireDone:
    RSCP A 1 A_ReFire
    Goto "Ready" 	
  Spawn:
		RGPU A -1
		Stop
	}
}

ACTOR TracerTrail
{ 
	Alpha 0.75
	RenderStyle Add
	Speed 0
	Decal "DoomImpScorch"
	+NOBLOCKMAP
	+NOGRAVITY
	+NOTELEPORT
	+PUFFONACTORS
	+CANNOTPUSH
	+NODAMAGETHRUST
	+RIPPER
	+NOBOSSRIP
    +DONTREFLECT
	Scale 0.4
	States
	{
	Spawn:
		RLAS A 2 BRIGHT A_Explode(20,8,0,0,0,0,0,"RailGunPuff")
		RLAS AAA 2 BRIGHT A_FadeOut(0.3)
		Loop
	Death:
		RLAS BCDE 2 BRIGHT A_FadeOut(0.3)
		Stop
	}
}

actor RailGunPuff : BulletPuff
{
  +NOBLOCKMAP
  +NOGRAVITY
  +PUFFONACTORS
  +THRUGHOST
  +RIPPER
  +NOBOSSRIP
  +FORCEPAIN
  ProjectileKickBack 220
  activesound ""
  attacksound "weapons/railgunhit"
  seesound "weapons/railgunhit"
  Decal "DoomImpScorch"
  Obituary "%o was obliterated by %k's railgun"
  states
  {
  Spawn:
    RLAS A 5 BRIGHT
    RLAS BBBBBCCCCCDDDDDEEEEE 2 BRIGHT A_FadeOut(0.3)
	RLAS E -1
  Death:
  	RLAS A 5 BRIGHT
	RLAS BBBBBCCCCCDDDDDEEEEE 2 BRIGHT A_FadeOut(0.3)
	RLAS E -1
  	stop
  }
}

ACTOR SniperTracerTrail
{ 
	Alpha 0.75
	RenderStyle Add
	Speed 0
	Decal "DoomImpScorch"
	+NOBLOCKMAP
	+NOGRAVITY
	+NOTELEPORT
	+PUFFONACTORS
	+CANNOTPUSH
	+NODAMAGETHRUST
	+RIPPER
	+NOBOSSRIP
    +DONTREFLECT
	Scale 0.3
	States
	{
	Spawn:
		LASR A 2 BRIGHT A_Explode(20,8,0,0,0,0,0,"SniperRailGunPuff")
		LASR AAA 2 BRIGHT A_FadeOut(0.3)
		Loop
	Death:
		LASR BCDE 2 BRIGHT A_FadeOut(0.3)
		Stop
	}
}


actor SniperRailGunPuff : BulletPuff
{
  +NOBLOCKMAP
  +NOGRAVITY
  +PUFFONACTORS
  +THRUGHOST
  +RIPPER
  +NOBOSSRIP
  +FORCEPAIN
  ProjectileKickBack 220
  activesound ""
  attacksound "weapons/railgunhit"
  seesound "weapons/railgunhit"
  Decal "DoomImpScorch"
  Obituary "%o was obliterated by %k's railgun"
  states
  {
  Spawn:
    LASR A 5 BRIGHT
    LASB AAAAABBBBBCCCCCDDDD 2 BRIGHT A_FadeOut(0.3)
	LASB D -1
  Death:
  	LASR A 5 BRIGHT
	LASB AAAAABBBBBCCCCCDDDD 2 BRIGHT A_FadeOut(0.3)
	LASB D -1
  	stop
  }
}
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