WWHC-Diaz + (NEW!) The VR Missions (help wanted!)
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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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Complicated? Nah, that's just my inability to comment code.
The recoil script in HD is a mess with all its randomizers and calls that make it do nothing remotely resembling recoil. All you really need is this:
and DECORATE call:
The -5780 check is just to make sure the player doesn't end up looking behind them if they don't bother to control the recoil.
The code in HD multiplies the climb and twist values, but that's just because I don't like dealing with triple-digit numbers when calling the script. A total change of about 300 should be enough to throw off someone's aim at medium range and be annoying with rapid-fire weapons at closer range.
You probably already know this, but for the record, negative pitch values go up and negative angle values go right.
The recoil script in HD is a mess with all its randomizers and calls that make it do nothing remotely resembling recoil. All you really need is this:
Code: Select all
script 553 (int climb, int twist)
{
int playerpitch = GetActorPitch(0) - climb;
if (playerpitch > -5780)
{
SetActorPitch (0, playerpitch);
}
int playerangle = GetActorAngle(0) - twist;
SetActorAngle (0, playerangle);
}
Code: Select all
GUNG B 1 ACS_ExecuteAlways (553, 0, 280, 45)
The code in HD multiplies the climb and twist values, but that's just because I don't like dealing with triple-digit numbers when calling the script. A total change of about 300 should be enough to throw off someone's aim at medium range and be annoying with rapid-fire weapons at closer range.
You probably already know this, but for the record, negative pitch values go up and negative angle values go right.
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I'm not too fond of the shrapnel not hurting the player. I know the way it's made right now will work in multiplayer, and I actually did some work with another shrapnel grenade to make one that works multiplayer AND still hurts the player without boosting its damage too much- I made a small explosion damage on the shrapnel that was actually smaller than the shrapnel itself. That way it's actually more damaging to the player than it is to enemies, but at least it works.
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I think it would be cool if you could cook your grenades after pulling out the pin rather than throwing them instantly. It would require some inventory trickery and duplicate versions of the grenade that explode after varying amounts of time. I don't think grenades explode after the pin is pulled out unless the spoon hits the primer, but maybe you could punish a player that over cooks his grenade.
I'm sorry if this is a weird idea. I got it while fooling around on MAP30 with the grenades and thinking how funny it would be if you could accidently blow yourself up with one after over cooking it. :D Too bad you can't use Strife's "death arms" code. You could totally use Powerslave's death animations for this.
I'm sorry if this is a weird idea. I got it while fooling around on MAP30 with the grenades and thinking how funny it would be if you could accidently blow yourself up with one after over cooking it. :D Too bad you can't use Strife's "death arms" code. You could totally use Powerslave's death animations for this.
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Isn't there another way to extract sounds? There's maybe Game File Extractor which I don't know if there's a Sin format but I'm sure that there it is. Just search Google, I tell you because... well... how much space does the SDK fill?wildweasel wrote:That particular death sound came from Sin, from one of the generic thugs. It was quite a pain getting the sounds extracted from that game - I hate having to download an entire SDK just to extract all the sounds.
EDIT: And I'm supposing you're downloading it from Steam or something. Isn't it?
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It doesn't matter now because I already have the sounds extracted. And for the record, no, it wasn't from Steam. I actually have a copy of Sin.
If anybody can help figure out a way to fix the grenades to actually hurt the player and other ways to balance the Mauser without overpowering it, I'm all ears.
If anybody can help figure out a way to fix the grenades to actually hurt the player and other ways to balance the Mauser without overpowering it, I'm all ears.