Hellrider v0.9c - Swift Demon Killing! (28-04-21)
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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- Posts: 4
- Joined: Mon Aug 26, 2024 8:50 am
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Re: Hellrider v0.9c - Swift Demon Killing! (28-04-21)
youre absolutely right, just checked and it turns out id been using toggle crouch this whole time. thank you so much!
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- Posts: 4
- Joined: Sat Nov 02, 2024 9:14 am
Re: Hellrider v0.9c - Swift Demon Killing! (28-04-21)
Hi, i got a question, i'm editing a version of this mod for personal use only, and I wanted to know how to activate the sights or the zoom of the weapons by pressing the right mouse click once, (i mean the toggle mode) and not having to hold it down constantly. Or maybe someone has a modified version of the mod or an addon?
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- Posts: 485
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Re: Hellrider v0.9c - Swift Demon Killing! (28-04-21)
UNfortunately editing the zoom on the weapons is a bit more complicated that it might seem. You basically have to edit the altfire states on all the weapons, as that is what the zoom is routed through. The Hold+Altfire mechanic is what handles all the altfires on the Hellrider weapons.Nixx_01923 wrote: ↑Tue Feb 04, 2025 8:11 pm Hi, i got a question, i'm editing a version of this mod for personal use only, and I wanted to know how to activate the sights or the zoom of the weapons by pressing the right mouse click once, (i mean the toggle mode) and not having to hold it down constantly. Or maybe someone has a modified version of the mod or an addon?
-
- Posts: 4
- Joined: Sat Nov 02, 2024 9:14 am
Re: Hellrider v0.9c - Swift Demon Killing! (28-04-21)
That's what I thought when I saw the programming code for the weapons, that it was a bit complex for me, that it was a bit too much for me, that's why I came to ask for anyone's help. Here's the code for the MK23, for example, what would I have to change for it to work the way I want?
ACTOR MK23Empty : Inventory { Inventory.MaxAmount 1 }
ACTOR Endiemk23 : EndieWeapon
{
Weapon.Kickback 10
Weapon.SelectionOrder 1900
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "Mk23AmmoLoaded"
Weapon.AmmoType2 "HandgunAmmo"
Weapon.Slotnumber 2
Obituary "$OB_MPPISTOL"
+WEAPON.WIMPY_WEAPON
+WEAPON.AMMO_CHECKBOTH
+INVENTORY.UNDROPPABLE
+INVENTORY.UNTOSSABLE
Inventory.ForbiddenTo "Deagle"
Tag "H&K Mark 23"
States
{
Ready:
TNT1 A 0 {
A_GunFlash("SelectCamera");
A_StartSound("SELECT", CHAN_WEAPON, CHAN_OVERLAP);
A_StartSound("WE2EA", CHAN_WEAPON, CHAN_OVERLAP);
}
WE1S ABCDE 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
ReadyLoop:
TNT1 A 0 A_SetCrosshair(0)
TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "ZoomIn")
WE1A A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
Loop
Deselect:
TNT1 A 0 {
A_ZoomFactor(1);
A_SetCrosshair(0);
A_GunFlash("SelectCamera");
A_TakeInventory("DoSlide", 1);
}
WE1S EDCBA 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOFIRE|WRF_ALLOWRELOAD|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 2
TNT1 A 0 A_Lower
Wait
Select:
TNT1 A 0 A_Overlay(-2, "SlideChecker")
PISG A 0 A_Raise
Wait
Fire:
TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "FireZoom")
PISG A 0 A_JumpIfInventory("Mk23AmmoLoaded", 1, "ActualFire")
Goto Reload
ActualFire:
TNT1 A 0 {
A_ZoomFactor(1);
A_SetCrosshair(0);
A_StartSound("WE1FA", CHAN_WEAPON, CHAN_OVERLAP);
A_StartSound("WP2FB", CHAN_WEAPON, CHAN_OVERLAP);
A_Quake(1, 7, 0, 400, "");
A_FireBullets(0, 0, 1, 15, "BulletImpact");
A_FireCustomMissile("EndieTracer", 0,0,0,0,0,0);
A_FireCustomMissile("Automatic_GunSmokeSpawner", frandom(-2, 2),0,0,-5,0,frandom(-5, 5));
A_FireCustomMissile("PistolCasingSpawner", 0,0,0,0,0,frandom(-5, 5));
}
TNT1 A 0 A_Gunflash
WE1F AB 1 BRIGHT A_WeaponReady(WRF_NOFIRE)
TNT1 A 0 {
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,-2,-15);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,2,-10);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,-8, -15);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,12, -10);
}
WE1F C 1 A_WeaponReady(WRF_NOFIRE)
TNT1 A 0 {
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,-12,-15);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,-32, -15);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,16,-5);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,32, 0);
}
WE1F DE 1 A_WeaponReady(WRF_NOFIRE)
WE1A A 2 A_WeaponReady(WRF_NOFIRE)
Goto ReadyLoop
Reload:
PISG A 0 A_JumpIfInventory("Mk23AmmoLoaded", 12, 2)
TNT1 A 0 A_JumpIfInventory("HandgunAmmo", 1, "ReloadFullCheck")
WE1A A 1 A_WeaponReady(WRF_NOFIRE)
Goto ReadyLoop
ReloadFullCheck:
PISG A 0 A_JumpIfInventory("Mk23AmmoLoaded", 1, 2)
TNT1 A 0 A_GiveInventory("MK23Empty", 1)
WE1A A 1 A_WeaponReady(WRF_ALLOWUSER1|WRF_ALLOWUSER2)
Goto ReloadAnimation
ReloadAnimation:
TNT1 A 0 {
A_ZoomFactor(1);
A_SetCrosshair(0);
A_GunFlash("ReloadCameraStart");
A_StartSound("MOVE", CHAN_WEAPON, CHAN_OVERLAP);
}
WE1S EDCBAFFFFF 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 A_QuakeEx(0, 0, 0, 10, 0, 500, "", 0, 0, 0, 0, 0, 0, 1)
TNT1 A 0 A_JumpIfInventory("MK23Empty", 1, "ReloadAnimationFull")
WE1R ABCDEFGHIJKLMMNNO 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 A_StartSound("MAG_OUT", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 AAA 0 A_StartSound("WE1RA", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 A 0 A_QuakeEx(0, 0, 0, 5, 0, 500, "", 0, 0, 0, 0, 0, 0, 1)
WE1R PQRRSSTTUVW 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 A_StartSound("MAG_IN", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 AAA 0 A_StartSound("WE1RB", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 A 0 A_QuakeEx(1, 1, 1, 7, 0, 500, "", 0, 0, 0, 0, 0, 0, 2)
ReloadLoop:
TNT1 A 0 A_TakeInventory("HandgunAmmo", 1)
TNT1 A 0 A_GiveInventory("Mk23AmmoLoaded", 1)
TNT1 A 0 A_JumpIfInventory("Mk23AmmoLoaded", 12, "ReloadFinish")
TNT1 A 0 A_JumpIfInventory("HandgunAmmo", 1, "ReloadLoop")
Goto ReloadFinish
ReloadFinish:
WE1R XXYYZ 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
WE1T ABABCDEF 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 {
A_QuakeEx(0, 0, 0, 5, 0, 500, "", 0, 0, 0, 0, 0, 0, 1);
A_StartSound("MOVE", CHAN_WEAPON, CHAN_OVERLAP);
}
WE1S ABCDE 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
Goto ReadyLoop
ReloadAnimationFull:
TNT1 A 3 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
W1R2 ABCDEFGHIJKL 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 A_StartSound("MAG_OUT", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 AAA 0 A_StartSound("WE1RA", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 A 0 A_QuakeEx(0, 0, 0, 5, 0, 500, "", 0, 0, 0, 0, 0, 0, 1)
W1R2 LMMNNOOPPQQRRSSTTUVW 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 A_StartSound("MAG_IN", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 AAA 0 A_StartSound("WE1RB", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 A 0 A_QuakeEx(1, 1, 1, 7, 0, 500, "", 0, 0, 0, 0, 0, 0, 2)
ReloadLoopFull:
TNT1 A 0 A_TakeInventory("HandgunAmmo", 1)
TNT1 A 0 A_GiveInventory("Mk23AmmoLoaded", 1)
TNT1 A 0 A_JumpIfInventory("Mk23AmmoLoaded", 11, "ReloadFinishFull")
TNT1 A 0 A_JumpIfInventory("HandgunAmmo", 1, "ReloadLoopFull")
Goto ReloadFinishFull
ReloadFinishFull:
W1R2 WXYYZZ 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
W1R3 ABCD 2 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 AAAAAAAA 0 A_StartSound("WE1RC", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 A 0 A_QuakeEx(0, 0, 0, 5, 0, 500, "", 0, 0, 0, 0, 0, 0, 1)
W1R3 EEFFGHGHIJKLMNO 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 {
A_QuakeEx(0, 0, 0, 5, 0, 500, "", 0, 0, 0, 0, 0, 0, 1);
A_StartSound("MOVE", CHAN_WEAPON, CHAN_OVERLAP);
}
WE1S ABCDE 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 A_TakeInventory("MK23Empty")
Goto ReadyLoop
User1:
WE1S DCBA 1
TNT1 A 0 {
A_ZoomFactor(1);
A_GunFlash("SelectCamera");
A_StartSound("MOVE", CHAN_WEAPON, CHAN_OVERLAP);
}
TNT1 A 0 A_Jump(256, "SwingAxe")
Goto Ready
User2:
TNT1 A 0 A_JumpIfInventory("nadeCharge", 1, "NoGrenade")
TNT1 A 0 A_GiveInventory("NadeCharge", 300)
WE1S DCBA 1
TNT1 A 0 {
A_ZoomFactor(1);
A_GunFlash("SelectCamera");
A_StartSound("MOVE", CHAN_WEAPON, CHAN_OVERLAP);
}
TNT1 A 0 A_Jump(256, "ThrowGrenade")
Goto Ready
ZoomIn:
TNT1 A 0 {
A_StartSound("MOVE", CHAN_WEAPON, CHAN_OVERLAP);
A_ZoomFactor(1.1);
A_SetCrosshair(56);
}
WE1Z ABCDE 1 A_WeaponReady(WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "ZoomLoop")
Unzoom:
TNT1 A 0 {
A_StartSound("MOVE", CHAN_WEAPON, CHAN_OVERLAP);
A_SetCrosshair(0);
A_ZoomFactor(1);
}
WE1Z EDCBA 1 A_WeaponReady(WRF_ALLOWUSER1|WRF_ALLOWUSER2)
Goto ReadyLoop
ZoomLoop:
TNT1 A 0 A_ZoomFactor(1.1)
WE1B A 1 A_WeaponReady(WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "ZoomLoop")
Goto Unzoom
FireZoom:
PISG A 0 A_JumpIfInventory("Mk23AmmoLoaded", 1, "ActualFireZoom")
Goto ReloadZoom
ActualFireZoom:
TNT1 A 0 {
A_StartSound("WE1FA", CHAN_WEAPON, CHAN_OVERLAP);
A_StartSound("WP2FB", CHAN_WEAPON, CHAN_OVERLAP);
A_Quake(1, 5, 0, 400, "");
A_SetCrosshair(56);
A_FireBullets(0, 0, 1, 15, "BulletImpact");
A_FireCustomMissile("EndieTracer", 0,0,0,-5,0,0);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,0,0,0,frandom(-5, 5));
A_FireCustomMissile("PistolCasingSpawner", 0,0,0,0,0,frandom(-5, 5));
}
TNT1 A 0 A_Gunflash("ZoomedRecoil")
W1ZF AB 1 BRIGHT A_WeaponReady(WRF_NOFIRE)
TNT1 A 0 {
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,-2,-10);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,2,-5);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,-8, -8);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,12, -5);
}
W1ZF C 1 A_WeaponReady(WRF_NOFIRE)
TNT1 A 0 {
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,-12,-5);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,-32, 0);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,16,5);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,32, 5);
}
W1ZF CDE 1 A_WeaponReady(WRF_NOFIRE)
WE1B A 2 A_WeaponReady(WRF_NOFIRE)
TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "ZoomLoop")
Goto Unzoom
ReloadZoom:
PISG A 0 A_JumpIfInventory("Mk23AmmoLoaded", 12, 2)
TNT1 A 0 A_JumpIfInventory("HandgunAmmo", 1, "ReloadFullCheck")
WE1B A 1 A_WeaponReady(WRF_NOFIRE)
Goto ZoomLoop
ZoomedRecoil:
TNT1 A 1 A_Light1
TNT1 A 1 A_Light2
TNT1 A 0 A_Light0
TNT1 A 1 A_SetPitch(Pitch-2)
TNT1 A 0 A_ZoomFactor(1.08)
TNT1 A 1 A_SetPitch(Pitch-0.1)
TNT1 A 0 A_ZoomFactor(1.09)
TNT1 A 1 A_SetPitch(Pitch+0.5)
TNT1 A 0 A_ZoomFactor(1.1)
TNT1 A 1 A_SetPitch(Pitch+0.5)
TNT1 A 1 A_SetPitch(Pitch+0.5)
TNT1 A 1 A_SetPitch(Pitch+0.5)
TNT1 A 1 A_SetPitch(Pitch+0.1)
Stop
Flash:
TNT1 A 2 A_Light1
TNT1 A 0 A_Light2
TNT1 A 0 A_Light0
TNT1 A 1 A_SetPitch(Pitch-2)
TNT1 A 0 A_ZoomFactor(0.98)
TNT1 A 1 A_SetPitch(Pitch-0.1)
TNT1 A 0 A_ZoomFactor(0.99)
TNT1 A 1 A_SetPitch(Pitch+0.5)
TNT1 A 0 A_ZoomFactor(1)
TNT1 A 1 A_SetPitch(Pitch+0.5)
TNT1 A 1 A_SetPitch(Pitch+0.5)
TNT1 A 1 A_SetPitch(Pitch+0.5)
TNT1 A 1 A_SetPitch(Pitch+0.1)
Stop
Spawn:
PIST A -1
Stop
}
}
ACTOR MK23Empty : Inventory { Inventory.MaxAmount 1 }
ACTOR Endiemk23 : EndieWeapon
{
Weapon.Kickback 10
Weapon.SelectionOrder 1900
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "Mk23AmmoLoaded"
Weapon.AmmoType2 "HandgunAmmo"
Weapon.Slotnumber 2
Obituary "$OB_MPPISTOL"
+WEAPON.WIMPY_WEAPON
+WEAPON.AMMO_CHECKBOTH
+INVENTORY.UNDROPPABLE
+INVENTORY.UNTOSSABLE
Inventory.ForbiddenTo "Deagle"
Tag "H&K Mark 23"
States
{
Ready:
TNT1 A 0 {
A_GunFlash("SelectCamera");
A_StartSound("SELECT", CHAN_WEAPON, CHAN_OVERLAP);
A_StartSound("WE2EA", CHAN_WEAPON, CHAN_OVERLAP);
}
WE1S ABCDE 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
ReadyLoop:
TNT1 A 0 A_SetCrosshair(0)
TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "ZoomIn")
WE1A A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
Loop
Deselect:
TNT1 A 0 {
A_ZoomFactor(1);
A_SetCrosshair(0);
A_GunFlash("SelectCamera");
A_TakeInventory("DoSlide", 1);
}
WE1S EDCBA 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOFIRE|WRF_ALLOWRELOAD|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 2
TNT1 A 0 A_Lower
Wait
Select:
TNT1 A 0 A_Overlay(-2, "SlideChecker")
PISG A 0 A_Raise
Wait
Fire:
TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "FireZoom")
PISG A 0 A_JumpIfInventory("Mk23AmmoLoaded", 1, "ActualFire")
Goto Reload
ActualFire:
TNT1 A 0 {
A_ZoomFactor(1);
A_SetCrosshair(0);
A_StartSound("WE1FA", CHAN_WEAPON, CHAN_OVERLAP);
A_StartSound("WP2FB", CHAN_WEAPON, CHAN_OVERLAP);
A_Quake(1, 7, 0, 400, "");
A_FireBullets(0, 0, 1, 15, "BulletImpact");
A_FireCustomMissile("EndieTracer", 0,0,0,0,0,0);
A_FireCustomMissile("Automatic_GunSmokeSpawner", frandom(-2, 2),0,0,-5,0,frandom(-5, 5));
A_FireCustomMissile("PistolCasingSpawner", 0,0,0,0,0,frandom(-5, 5));
}
TNT1 A 0 A_Gunflash
WE1F AB 1 BRIGHT A_WeaponReady(WRF_NOFIRE)
TNT1 A 0 {
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,-2,-15);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,2,-10);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,-8, -15);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,12, -10);
}
WE1F C 1 A_WeaponReady(WRF_NOFIRE)
TNT1 A 0 {
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,-12,-15);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,-32, -15);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,16,-5);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,32, 0);
}
WE1F DE 1 A_WeaponReady(WRF_NOFIRE)
WE1A A 2 A_WeaponReady(WRF_NOFIRE)
Goto ReadyLoop
Reload:
PISG A 0 A_JumpIfInventory("Mk23AmmoLoaded", 12, 2)
TNT1 A 0 A_JumpIfInventory("HandgunAmmo", 1, "ReloadFullCheck")
WE1A A 1 A_WeaponReady(WRF_NOFIRE)
Goto ReadyLoop
ReloadFullCheck:
PISG A 0 A_JumpIfInventory("Mk23AmmoLoaded", 1, 2)
TNT1 A 0 A_GiveInventory("MK23Empty", 1)
WE1A A 1 A_WeaponReady(WRF_ALLOWUSER1|WRF_ALLOWUSER2)
Goto ReloadAnimation
ReloadAnimation:
TNT1 A 0 {
A_ZoomFactor(1);
A_SetCrosshair(0);
A_GunFlash("ReloadCameraStart");
A_StartSound("MOVE", CHAN_WEAPON, CHAN_OVERLAP);
}
WE1S EDCBAFFFFF 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 A_QuakeEx(0, 0, 0, 10, 0, 500, "", 0, 0, 0, 0, 0, 0, 1)
TNT1 A 0 A_JumpIfInventory("MK23Empty", 1, "ReloadAnimationFull")
WE1R ABCDEFGHIJKLMMNNO 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 A_StartSound("MAG_OUT", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 AAA 0 A_StartSound("WE1RA", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 A 0 A_QuakeEx(0, 0, 0, 5, 0, 500, "", 0, 0, 0, 0, 0, 0, 1)
WE1R PQRRSSTTUVW 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 A_StartSound("MAG_IN", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 AAA 0 A_StartSound("WE1RB", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 A 0 A_QuakeEx(1, 1, 1, 7, 0, 500, "", 0, 0, 0, 0, 0, 0, 2)
ReloadLoop:
TNT1 A 0 A_TakeInventory("HandgunAmmo", 1)
TNT1 A 0 A_GiveInventory("Mk23AmmoLoaded", 1)
TNT1 A 0 A_JumpIfInventory("Mk23AmmoLoaded", 12, "ReloadFinish")
TNT1 A 0 A_JumpIfInventory("HandgunAmmo", 1, "ReloadLoop")
Goto ReloadFinish
ReloadFinish:
WE1R XXYYZ 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
WE1T ABABCDEF 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 {
A_QuakeEx(0, 0, 0, 5, 0, 500, "", 0, 0, 0, 0, 0, 0, 1);
A_StartSound("MOVE", CHAN_WEAPON, CHAN_OVERLAP);
}
WE1S ABCDE 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
Goto ReadyLoop
ReloadAnimationFull:
TNT1 A 3 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
W1R2 ABCDEFGHIJKL 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 A_StartSound("MAG_OUT", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 AAA 0 A_StartSound("WE1RA", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 A 0 A_QuakeEx(0, 0, 0, 5, 0, 500, "", 0, 0, 0, 0, 0, 0, 1)
W1R2 LMMNNOOPPQQRRSSTTUVW 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 A_StartSound("MAG_IN", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 AAA 0 A_StartSound("WE1RB", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 A 0 A_QuakeEx(1, 1, 1, 7, 0, 500, "", 0, 0, 0, 0, 0, 0, 2)
ReloadLoopFull:
TNT1 A 0 A_TakeInventory("HandgunAmmo", 1)
TNT1 A 0 A_GiveInventory("Mk23AmmoLoaded", 1)
TNT1 A 0 A_JumpIfInventory("Mk23AmmoLoaded", 11, "ReloadFinishFull")
TNT1 A 0 A_JumpIfInventory("HandgunAmmo", 1, "ReloadLoopFull")
Goto ReloadFinishFull
ReloadFinishFull:
W1R2 WXYYZZ 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
W1R3 ABCD 2 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 AAAAAAAA 0 A_StartSound("WE1RC", CHAN_WEAPON, CHAN_OVERLAP)
TNT1 A 0 A_QuakeEx(0, 0, 0, 5, 0, 500, "", 0, 0, 0, 0, 0, 0, 1)
W1R3 EEFFGHGHIJKLMNO 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 {
A_QuakeEx(0, 0, 0, 5, 0, 500, "", 0, 0, 0, 0, 0, 0, 1);
A_StartSound("MOVE", CHAN_WEAPON, CHAN_OVERLAP);
}
WE1S ABCDE 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 A_TakeInventory("MK23Empty")
Goto ReadyLoop
User1:
WE1S DCBA 1
TNT1 A 0 {
A_ZoomFactor(1);
A_GunFlash("SelectCamera");
A_StartSound("MOVE", CHAN_WEAPON, CHAN_OVERLAP);
}
TNT1 A 0 A_Jump(256, "SwingAxe")
Goto Ready
User2:
TNT1 A 0 A_JumpIfInventory("nadeCharge", 1, "NoGrenade")
TNT1 A 0 A_GiveInventory("NadeCharge", 300)
WE1S DCBA 1
TNT1 A 0 {
A_ZoomFactor(1);
A_GunFlash("SelectCamera");
A_StartSound("MOVE", CHAN_WEAPON, CHAN_OVERLAP);
}
TNT1 A 0 A_Jump(256, "ThrowGrenade")
Goto Ready
ZoomIn:
TNT1 A 0 {
A_StartSound("MOVE", CHAN_WEAPON, CHAN_OVERLAP);
A_ZoomFactor(1.1);
A_SetCrosshair(56);
}
WE1Z ABCDE 1 A_WeaponReady(WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "ZoomLoop")
Unzoom:
TNT1 A 0 {
A_StartSound("MOVE", CHAN_WEAPON, CHAN_OVERLAP);
A_SetCrosshair(0);
A_ZoomFactor(1);
}
WE1Z EDCBA 1 A_WeaponReady(WRF_ALLOWUSER1|WRF_ALLOWUSER2)
Goto ReadyLoop
ZoomLoop:
TNT1 A 0 A_ZoomFactor(1.1)
WE1B A 1 A_WeaponReady(WRF_ALLOWUSER1|WRF_ALLOWUSER2)
TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "ZoomLoop")
Goto Unzoom
FireZoom:
PISG A 0 A_JumpIfInventory("Mk23AmmoLoaded", 1, "ActualFireZoom")
Goto ReloadZoom
ActualFireZoom:
TNT1 A 0 {
A_StartSound("WE1FA", CHAN_WEAPON, CHAN_OVERLAP);
A_StartSound("WP2FB", CHAN_WEAPON, CHAN_OVERLAP);
A_Quake(1, 5, 0, 400, "");
A_SetCrosshair(56);
A_FireBullets(0, 0, 1, 15, "BulletImpact");
A_FireCustomMissile("EndieTracer", 0,0,0,-5,0,0);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,0,0,0,frandom(-5, 5));
A_FireCustomMissile("PistolCasingSpawner", 0,0,0,0,0,frandom(-5, 5));
}
TNT1 A 0 A_Gunflash("ZoomedRecoil")
W1ZF AB 1 BRIGHT A_WeaponReady(WRF_NOFIRE)
TNT1 A 0 {
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,-2,-10);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,2,-5);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,-8, -8);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,12, -5);
}
W1ZF C 1 A_WeaponReady(WRF_NOFIRE)
TNT1 A 0 {
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,-12,-5);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,-32, 0);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,16,5);
A_FireCustomMissile("Automatic_GunSmokeSpawnerSmall", frandom(-2, 2),0,32, 5);
}
W1ZF CDE 1 A_WeaponReady(WRF_NOFIRE)
WE1B A 2 A_WeaponReady(WRF_NOFIRE)
TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "ZoomLoop")
Goto Unzoom
ReloadZoom:
PISG A 0 A_JumpIfInventory("Mk23AmmoLoaded", 12, 2)
TNT1 A 0 A_JumpIfInventory("HandgunAmmo", 1, "ReloadFullCheck")
WE1B A 1 A_WeaponReady(WRF_NOFIRE)
Goto ZoomLoop
ZoomedRecoil:
TNT1 A 1 A_Light1
TNT1 A 1 A_Light2
TNT1 A 0 A_Light0
TNT1 A 1 A_SetPitch(Pitch-2)
TNT1 A 0 A_ZoomFactor(1.08)
TNT1 A 1 A_SetPitch(Pitch-0.1)
TNT1 A 0 A_ZoomFactor(1.09)
TNT1 A 1 A_SetPitch(Pitch+0.5)
TNT1 A 0 A_ZoomFactor(1.1)
TNT1 A 1 A_SetPitch(Pitch+0.5)
TNT1 A 1 A_SetPitch(Pitch+0.5)
TNT1 A 1 A_SetPitch(Pitch+0.5)
TNT1 A 1 A_SetPitch(Pitch+0.1)
Stop
Flash:
TNT1 A 2 A_Light1
TNT1 A 0 A_Light2
TNT1 A 0 A_Light0
TNT1 A 1 A_SetPitch(Pitch-2)
TNT1 A 0 A_ZoomFactor(0.98)
TNT1 A 1 A_SetPitch(Pitch-0.1)
TNT1 A 0 A_ZoomFactor(0.99)
TNT1 A 1 A_SetPitch(Pitch+0.5)
TNT1 A 0 A_ZoomFactor(1)
TNT1 A 1 A_SetPitch(Pitch+0.5)
TNT1 A 1 A_SetPitch(Pitch+0.5)
TNT1 A 1 A_SetPitch(Pitch+0.5)
TNT1 A 1 A_SetPitch(Pitch+0.1)
Stop
Spawn:
PIST A -1
Stop
}
}
-
- Posts: 2821
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
Re: Hellrider v0.9c - Swift Demon Killing! (28-04-21)
It's not as easy as just changing a few elements, because Moa's code relies on detecting the player inputs, as seen here:
You'd have to create entire new states and functionalities to translate that to a toggle method.
Also, if you're going to provide the entire pistol code, i suggest using the attachment system, or posting it under the (code) example (/code) brackets, changing () to [].
Code: Select all
TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "FireZoom")
Also, if you're going to provide the entire pistol code, i suggest using the attachment system, or posting it under the (code) example (/code) brackets, changing () to [].
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-
- Posts: 26689
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: Hellrider v0.9c - Swift Demon Killing! (28-04-21)
Definitely agreed, for most forum members. However, Nixx_01923 doesn't have many posts yet and, therefore, some of the forum options and codes are not yet available to them. I forget what the threshhold is, but there is one. Such posts won't even accept {code} tags retroactively added by a moderator.Dr_Cosmobyte wrote: ↑Wed Feb 05, 2025 1:45 pm Also, if you're going to provide the entire pistol code, i suggest using the attachment system, or posting it under the (code) example (/code) brackets, changing () to [].
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- Posts: 2821
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
Re: Hellrider v0.9c - Swift Demon Killing! (28-04-21)
Ah, mea culpa, then.
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- Posts: 4
- Joined: Sat Nov 02, 2024 9:14 am
Re: Hellrider v0.9c - Swift Demon Killing! (28-04-21)
I'll see what I can do, and what can i learn, from my humble position, thank you for responding and for your suggestions.