BFG10k (Quake 2)
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
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ant1991331
- Posts: 598
- Joined: Fri Jun 24, 2005 3:19 am
- Location: Makin tracks with jetboots
BFG10k (Quake 2)
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...
Here's the code from the Aeons of Death addon...Does that clear anything up?
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
}-
ant1991331
- Posts: 598
- Joined: Fri Jun 24, 2005 3:19 am
- Location: Makin tracks with jetboots
- DBThanatos
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
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.
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.
- DBThanatos
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
The randomize technic I learned from WRWAnakin 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?
and yes, is exactly as you described the actor, cool uh?
- DBThanatos
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
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.
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
http://rapidshare.de/files/20020973/BFG9k5.zip.html
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.
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.
