.64 weapon limits?

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Xenaero
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Post by Xenaero »

Rofl. Unless he like stores all his ammo and guns in capsules and presses a button on them whenever needed. :D
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drfrag
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Post by drfrag »

Lexus Alyus wrote:You can easily do an automatic reload like Duke3D's pistol... That would be dead easy... biut tell me, why would you want such a thing. In modern games, the gameplay is relatively slow, so you get more time to reload, but in Doom it would just be a plain pain in the back side...

:twisted:
How could i do it? I'd be happy with reloading the shotgun every 8 shots,
as long as you have ammo left, but without an ammo counter i can't
see how. My HERESY shotgun reloads only when you deselect it.
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Xaser
 
 
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Post by Xaser »

Okay, I know I'm a bit late, but back to that Beam weapon thing... is this any good?
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HotWax
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Post by HotWax »

Keep track of ammo within your ACS script and display it to the screen with a hudmessage. Then actually give the player how much ammo is in the clip. When he runs out, the gun will automatically deselect, triggering the reload animation. The script should be watching for this. Have it "fill the clip" by giving the player more ammo and subtracting from the real amount. Then have it delay while the reload animation is displayed and change the player's weapon back to the shotgun.
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Kate
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Post by Kate »

Xaser: not quite.. There's still the problem if it looking wierd when you turn, and in multiplayer the other players would see it as a bunch of downward lights rather than a horizontal laser.
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Bio Hazard
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Post by Bio Hazard »

HotWax wrote:Keep track of ammo within your ACS script and display it to the screen with a hudmessage. Then actually give the player how much ammo is in the clip. When he runs out, the gun will automatically deselect, triggering the reload animation. The script should be watching for this. Have it "fill the clip" by giving the player more ammo and subtracting from the real amount. Then have it delay while the reload animation is displayed and change the player's weapon back to the shotgun.
isint that how "gunsmith cats" did it? if so, theres and example
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Risen
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Post by Risen »

Xaser wrote:Okay, I know I'm a bit late, but back to that Beam weapon thing... is this any good?
Nope. You lose the effect on that one as soon as you begin strafing! I imagine multiplayer would be horrible.
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Lexus Alyus
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Post by Lexus Alyus »

Mmmm, now that I think about it, it won't be as simple as I thought... I was thinking of the duke pistol... but you would need a way to keep track of the ammo that ha been fired... unless you could use scripts to triggewr off different frames in the decorate weapon... This could work, but i'm not sure what the script would be... and the script would have to be a global library as it would be required in every level...

On another note, if Zdoom could somehow have polygons then the Half-Life style lightning could be used... but won't ZdoomGL support polygons? I'm sure timmie could find some way to get Half-Life style lightning... and when it does support polygons you can just create your laser as a model... thats how Dark Forces and Gedi Knight do things (What sort of models does Dark Forces use anyhow?).

:twisted:
webulator70
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Post by webulator70 »

hey every peoples, im new in the forums but not to zdoom(been using since it only had mouselook, jump, console, and resolution options)

i used this mod of zdoom once that had a railgun, real slow rail gun, but before it fired it made a red laser, it dud si by stringing alot of particles togeter in a line not to(but i bit) different from the rail itself

anyway if randy happens to read this i suggest adding a laser(if your planning to or something, i dont wanna come off as pushy at all, sorry if i am) the same way you added the railgun itself, but make it an line of single particles(that way you can put lots, maybe make them flicker then you can give the appearance of alot more of them,) also make it something that drains wile you hold the key down i guess.

im no coder(i have a great respect for you skills,) but i know a thing or 2 about it, i think all youd need to do is take the rail, make it ultra rapid fire and make the particles render inline and at just a mere blink so it would update easy while moving.

does this make sense? (again sorry if i sound like im expecting this or something, i dont really care about a phaser effect all that much but i thought id just tell my idea)
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Xenaero
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Post by Xenaero »

hmm...fast firing railgun, that's a good idea if we can get rid of the outside swirl.
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