Decorate Weapon Question: Sentury Turret

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Inuyasha_989
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Decorate Weapon Question: Sentury Turret

Post by Inuyasha_989 »

Following Cutman's advice, im trying to make the sentury turret retrieveable after using the becon, but it plain just doesnt work. I'm a complete n00b when dealing with anything ACS, so maybe you guys can help. Code:

Code: Select all

ACTOR SenturyTurretL : Weapon
{
 Inventory.PickupMessage "You got a Sentury Turret!"
 Inventory.PickupSound "misc/w_pkup"
 Weapon.AmmoType "Turrets"
 Weapon.AmmoUse 1
 Weapon.AmmoGive 3
 States
   {
   Spawn:
    TURR E -1
    Loop
   Deselect:
    TGUN A 1 A_Lower
    Loop
   Select:
    TGUN A 1 A_Raise
    Loop
   Ready:
    TGUN A 1 A_WeaponReady
    Loop
   Fire:
    TGUN A 5
    TGUN B 7 A_FireCustomMissile("Turret1",0,1,0,0)
    Goto Ready
   }
}

ACTOR SenturyTurretD : Weapon
{
 Weapon.AmmoUse 0
 States
   {
   Deselect:
    CHRG A 1 A_Lower
    Loop
   Select:
    CHRG A 1 A_Raise
    Loop
   Ready:
    CHRG A 1 A_WeaponReady
    Loop
   Fire:
    CHRG A 4 
    CHRG A 0 A_Playsound("buttonpress")
    CHRG A 0 Thing_Projectile (1998,202,0,0,0)
    CHRG A 0 Thing_ReMove(1998)
    CHRG B 5
    Goto Ready
   }
}

ACTOR Turret1
{
   Radius 10
   Height 15
   Mass 1000000
   DONTHURTSHOOTER
   Speed 7
   +MISSILE
   States
   {
   Spawn:
   TURR E 6
   Loop
   Death:
   TURR E 0 A_SpawnItem("TurretA")
   Stop
   }
}

ACTOR TurretA
{
   Radius 10
   Height 65
   Mass 1000000
   Health 50
   Speed 0
   DONTHURTSHOOTER
   MONSTER
   +FRIENDLY
   +NOBLOOD
   +SHOOTABLE
   +DOOMBOUNCE
   +MISSILEEVENMORE
   +QUICKTORETALIATE
   AttackSound "turret/attack"
   PainSound "turret/pain"
   DeathSound "turret/boom"
   States
   {
   Spawn:
   TURR D 0 Thing_ChangeTID(0, 1998)
   TURR D 5 A_PlaySound("turret/see")
   TURR A 5 A_Look
   Goto Spawn+2
   See:
   TURR A 5 A_Chase
   Loop
   Missile:
   TURR B 0 A_FaceTarget
   TURR B 6 A_CustomBulletAttack(4,1,2,3,"bulletpuff")
   TURR C 0 A_FaceTarget
   TURR C 6 A_CustomBulletAttack(4,1,2,3,"bulletpuff")
   TURR C 0 A_SpidRefire
   Goto Missile+1
   Pain:
   TURR D 5
   Death:
   TURR A 5 A_PlaySound("turret/shutdown")
   TURR D 9 Thing_ChangeTid(0,1998)
   TURR E 9 A_Fall
   BNG4 A 2 A_Explode
   BNG4 B 0 A_Scream
   BNG4 BCDEFGHIJKLMN 2
   Stop
   }
}

ACTOR Turrets : Ammo
{
   SpawnID 202
   Inventory.Amount 1
   Inventory.MaxAmount 10
   Ammo.BackpackAmount 3
   Ammo.BackpackMaxAmount 20
   Inventory.PickupMessage "Picked up some Turrets."
   Inventory.Icon TURRE0
   Scale 0.7
   States
   {
   Spawn:
      TURR E -1
      Stop
   }
}
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Inuyasha_989
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Post by Inuyasha_989 »

Well you all were a big help :| lol, fixed
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{FcOd}Nemesis
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Post by {FcOd}Nemesis »

Inuyasha_989 wrote:Well you all were a big help :| lol, fixed
Hey buddy, glad we could help ;)
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David Ferstat
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Location: Perth, Western Australia
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Post by David Ferstat »

Yup. It's amazing what we can come up with in just two hours.
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Inuyasha_989
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Post by Inuyasha_989 »

It took me 20 mins to make that weapons beta, but 2 hours for that dumb fix :P every time I see ppl making weapons for the WRW it seems like they've been working on it for a week or so...weird
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Froon
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Joined: Tue Aug 30, 2005 8:42 pm

Post by Froon »

The Polymorph device only took me a couple of hours. The decorate component was probably only 15min work though.

But these sentry guns are awesome. At first glance I thought it was a simple zero speed friendly monster spawner, but the remote deactivation back into pick-ups is a truly amazing feat. The first decorate weapon to have me completely stuffed as to how it works since my first week using decorate. Quite possibly my favorite weapon to date.
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Kirby
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Joined: Thu Aug 26, 2004 1:23 pm

Post by Kirby »

I have a weapon in the works. It shouldn't take me more than 1-2 hours tops, but I'm just so lazy :P
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Inuyasha_989
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Post by Inuyasha_989 »

@Froon: Theres an altfire on the remote control, it makes them self destruct :P
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