BFG10k (Quake 2)

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ant1991331
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BFG10k (Quake 2)

Post by ant1991331 »

If you know the BFG from Quake 2, you know how it zaps enemies during its flight? Good. I'd tried doing that, but it zaps me, and I even put +FRIENDLY...
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Jimmy
 
 
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Post by Jimmy »

Here's the code from the Aeons of Death addon...

Code: Select all

ACTOR FBFG10K : Weapon 6090
{ 
	Weapon.AmmoType "Cell" 
	Weapon.AmmoGive 50
	Weapon.AmmoUse 50
	+CHEATNOTWEAPON 
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You found the bfg-10k."
	States 
	{ 
	Spawn: 
		Q2BF C 1
		Loop 
	Ready: 
		Q2BF A 1 A_WeaponReady 
		Loop 
	Deselect: 
		Q2BF A 1 A_Lower 
		Loop 
	Select: 
		Q2BF A 1 A_Raise 
		Loop 
	Fire: 
		Q2BF A 0 A_PlayWeaponSound("q2weapon/bfgfiring")
		Q2BF A 12
		Q2BF B 25
		Q2BF B 2 Bright A_FireCustomMissile("BFG10KShot", 0, 1, 0, 0) 
		Q2BF B 25
		goto Ready 
	}
} 

Actor BFG10KShot
{
    Radius 12
    Height 12
    Speed 10
    Damage 10
    ExplosionDamage 256
    ExplosionRadius 64
    RenderStyle Add
    Alpha 0.8
    PROJECTILE
    +RIPPER
    DeathSound "q2weapon/bfgballexplo"
    States
    {
    Spawn:
	  BFS1 AAAAA 1 Bright A_CustomMissile("BFG10KTrailA",0+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  BFS1 BBBBB 1 Bright A_CustomMissile("BFG10KTrailA",0+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL A 0 A_CustomMissile("BFGAlpha",0,0,0)
        BFS1 A 1 Bright A_CustomMissile("BFG10KTrailA",0+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL A 0 A_CustomMissile("BFGAlpha",0,0,0)
        BFS1 A 1 Bright A_CustomMissile("BFG10KTrailA",0+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL A 0 A_CustomMissile("BFGAlpha",0,0,0)
        BFS1 A 1 Bright A_CustomMissile("BFG10KTrailA",0+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL A 0 A_CustomMissile("BFGAlpha",0,0,0)
        BFS1 A 1 Bright A_CustomMissile("BFG10KTrailA",0+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL A 0 A_CustomMissile("BFGAlpha",0,0,0)
        BFS1 A 1 Bright A_CustomMissile("BFG10KTrailA",0+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL A 0 A_CustomMissile("BFGAlpha",0,0,0)
        BFS1 B 1 Bright A_CustomMissile("BFG10KTrailB",0+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL A 0 A_CustomMissile("BFGAlpha",0,0,0)
        BFS1 B 1 Bright A_CustomMissile("BFG10KTrailB",0+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL A 0 A_CustomMissile("BFGAlpha",0,0,0)
        BFS1 B 1 Bright A_CustomMissile("BFG10KTrailB",0+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL A 0 A_CustomMissile("BFGAlpha",0,0,0)
        BFS1 B 1 Bright A_CustomMissile("BFG10KTrailB",0+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL A 0 A_CustomMissile("BFGAlpha",0,0,0)
        BFS1 B 1 Bright A_CustomMissile("BFG10KTrailB",0+random(10,-10),0+random(10,-10),0+random(22,-22),0)
        Goto Spawn+2
    Death:
        BFE1 A 4 Bright A_Explode
        BFE1 BCDEF 4 Bright
        Stop
    }
}

ACTOR BFG10KTrailA : PlasmaBall
{ 
    Alpha 0.25
    Damage 0
    Scale 0.4
    Speed 1
    + NOCLIP
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
      BFS1 A 12 BRIGHT
      Stop
    }
}
ACTOR BFG10KTrailB : PlasmaBall
{ 
    Alpha 0.25
    Scale 0.4
    Damage 0
    Speed 1
    + NOCLIP
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
      BFS1 B 12 BRIGHT
      Stop
    }
}

ACTOR BFG10KSpray : BFGExtra
{
   Damage 1
}
Does that clear anything up?
ant1991331
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Post by ant1991331 »

It dosen't really look like it, but i'll try it.
I was making it use a Custom Railgun attack.
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Jimmy
 
 
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Post by Jimmy »

ant1991331 wrote:I was making it use a Custom Railgun attack.
I THINK that's what the code above does. Believe me, that's the Q2 BFG10K.
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DBThanatos
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Post by DBThanatos »

cool, someone took a look to that weapon...
It does fires railgun shots to the enemies, I think that is really close to the real bfg10, thanks to the "enlightening staff" creator, that was my base to make the BFG10k works. Anyway I cant make the BFG10k weapon to shoot more than one rail shots at the same time, when I tried to do that the BFGBall was bleeding... weird uh?

By the way
JIMMY91: in the code you posted of the AEOD there are a few actors missing, that ones are which makes the BFGball works.
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Anakin S.
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Post by Anakin S. »

So now you can use random(low, high) in decorate just like ACS? Boy, have I been out of the loop.

Let me get this straight. You have a projectile that spawns a bunch of invisible actors that are friendly and last for a brief moment. Then they awaken and fire at the nearest targets?
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DBThanatos
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Post by DBThanatos »

Anakin S. wrote:So now you can use random(low, high) in decorate just like ACS? Boy, have I been out of the loop.

Let me get this straight. You have a projectile that spawns a bunch of invisible actors that are friendly and last for a brief moment. Then they awaken and fire at the nearest targets?
The randomize technic I learned from WRW

and yes, is exactly as you described the actor, cool uh?
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Anakin S.
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Post by Anakin S. »

Yeah. I got to try it sometime.
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Anakin S.
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Post by Anakin S. »

What's in the BFGAlpha definition? I think that where mine goes wrong.
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Nash
 
 
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Post by Nash »

So this attempts to emulate the Quake 2's BFG, huh?

Where can I download this Aeons of Death mod?
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DBThanatos
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Post by DBThanatos »

you can download my AEOD mod in page 6 in the "another mod for doom2"
Last edited by DBThanatos on Mon May 15, 2006 6:02 pm, edited 1 time in total.
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Kirby
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Post by Kirby »

DBThanatos wrote:It does fires railgun shots to the enemies
Hmmm, but they're not true railgun shots because they don't use any railgun codepointers.......guess I still have to wait :|
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Froon
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Post by Froon »

I had an attempt at this a few months ago for the WRW, but it seems to have been forgotten. I have not seen the AEOD version yet, but I figure mine will be different, it did not use a rail attack, but instead a weak stream of projectiles:

http://rapidshare.de/files/20020973/BFG9k5.zip.html
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Anakin S.
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Post by Anakin S. »

Is there a way to make it attack multiple targets? It seems that it can only focus on one target at a time. Is this a limitation of monster targeting systems?
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Froon
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Post by Froon »

Essentially, yeah, all it really consists of is a whole heap of single fire friendly monsters, one spawned every tic, and they seem to target the nearest enemy, no matter which direction they are facing.

That said, I made a few changes to the BFG9k5, essentially they were mainly aesthetic. I added tracers to the main projectile, added A_Light pointers for a gun flash and changed A_PlaySound to A_PlayWeaponSound to remove a silent BFG issue. However, I also switched the projectile stream to A_CustomRailgun attacks, and when fired it appears to attack in multiple directions at the same time, at least a lot more than the projectiles did. Since there are no new sounds or graphics, I'll just post the Decorate, if you are interested in checking it out.
Spoiler:
Why didn't I use A_CustomRailgun from the beginning? I was unaware of it's existence, and A_MonsterRail looked and sounded awful.
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