Lizard Squad: A cartoony ZDoom mod - Version 5.2b release!
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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.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
why dont you PM me, and ill see if i can fix it. wow im in a working mood right now!
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Take a look at the first line. It is three states with a delay of 1 each. A fix would be:Code: Select all
EXPL ABC 1 BRIGHT A_EXPLODE FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0) FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0) FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0) FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0) FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0) FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
Code: Select all
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
EXPL ABC 1 BRIGHT A_EXPLODE
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
That still didn't seem to work. Oh well. I've just sent X-CrAzYkOoL-X my mod to take a look at it.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Another thing that could be wrong: Does the sprite FIR2 actually exist? Within the fire actor itself it starts out with FIR2 and then switches to FIRD.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Holy shit. You're right! Oh my god, I can't believe I missed that! Thanks for pointing that out!
It kinda works now, it's still a bit buggy though. The molotov fire don't spawn if the molotov cocktail either explodes on top of an enemy or if they are really close to the explosion. Also, the molotov fire will keep moving until the animation is done or if it hits a wall. Could someone help fix that for me?
It kinda works now, it's still a bit buggy though. The molotov fire don't spawn if the molotov cocktail either explodes on top of an enemy or if they are really close to the explosion. Also, the molotov fire will keep moving until the animation is done or if it hits a wall. Could someone help fix that for me?
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
just did!
oh, ur welcome. i added in more fire to make it more realistic.
edit: yea about the hit-the-enemy thing...
Code: Select all
ACTOR MolotovCocktails : Weapon 14889
{
Inventory.PickupMessage "Molotov Cocktails! Burn 'em all!"
Obituary "%o burned to death from %k's molotov cocktail."
Weapon.SelectionOrder 440
Weapon.AmmoGive 3
Weapon.AmmoUse 1
Weapon.AmmoType "MOLOTOVS"
inventory.icon "STWEAP18"
Inventory.PickupSound "weapons/molotovpickup"
+NOALERT
States
{
Spawn:
MOLO A -1
LOOP
Ready:
MOLI A 1 A_WeaponReady
LOOP
Deselect:
MOLI A 1 A_Lower
LOOP
Select:
MOLI A 1 A_Raise
LOOP
Fire:
MOLI A 0 A_JumpIfNoAmmo(1)
MOLI A 5 A_PlayWeaponSound ("weapons/lighterclose")
MOLI A 6
MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
MOLI A 3
MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
MOLI A 3 BRIGHT A_Light1
MOLI B 2 BRIGHT
MOLI C 2 BRIGHT
MOLF A 2 BRIGHT
MOLF B 2 BRIGHT
MOLF C 2 BRIGHT
MOLF D 2 BRIGHT A_PlayWeaponSound("weapons/firestart")
MOLF E 2 BRIGHT
MOLF F 2 BRIGHT
MOLF G 2 BRIGHT
MOLF H 2 BRIGHT
MOLF I 2 BRIGHT
MOLF J 2 BRIGHT
MOLF K 2 BRIGHT
MOLF L 2 BRIGHT
GREN G 0 A_Light0
GREN G 1 A_PlayWeaponSound("weapons/grenthrow")
GREN H 1 A_FireCustomMissile("Cocktail",-1,1,3,2)
GREN I 2
MOLI A 4
Goto Ready
AltFire:
MOLI A 0 A_JumpIfNoAmmo(1)
MOLI A 5 A_PlayWeaponSound ("weapons/lighterclose")
MOLI A 6
MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
MOLI A 3
MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
MOLI A 3 BRIGHT A_Light1
LITR A 3 BRIGHT
LITR ABCD 2 BRIGHT
LITR BCD 2 BRIGHT
LITR BCD 2 BRIGHT
LITR BCD 2 BRIGHT
LITR E 2 BRIGHT
LITR F 2 BRIGHT
LITR G 2 A_Light0
LITR G 2 A_PlayWeaponSound ("weapons/lighterclose")
LITR H 2
Goto Ready
}
}
ACTOR Cocktail
{
Obituary "%o burned to death from %k's molotov cocktail."
height 8
radius 10
damage 8
speed 25
ExplosionRadius 80
ExplosionDamage 50
deathsound "weapons/molotovexplode"
PROJECTILE
+GRENADETRAIL
+FIREDAMAGE
+RANDOMIZE
-NOGRAVITY
states
{
Spawn:
MCCK A 0 BRIGHT ThrustThingZ(0,5,0,1)
MCCK ABCDE 2 BRIGHT
loop
Death:
EXPL A 0 BRIGHT A_AlertMonsters
EXPL A 0 BRIGHT A_Explode
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-50, 50),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-30, 30),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-30, 30),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-30, 30),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-30, 30),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-50, 50),0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
EXPL ABCDEF 1 BRIGHT A_EXPLODE
EXPL GHIJKL 1 BRIGHT A_EXPLODE
EXPL MNOP 1 BRIGHT
EXPL QRSTUVW 1
stop
}
}
ACTOR MolotovFire
{
Obituary "%o got too close to %k's flames."
height 10
radius 20
damage 10
scale 0.7
seesound "weapons/fire"
ExplosionDamage 3
ExplosionRadius 30
PROJECTILE
+FIREDAMAGE
+FloorHugger
+RANDOMIZE
-NOGRAVITY
states
{
Spawn:
FIRD A 0 BRIGHT A_Wander
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD DEF 2 BRIGHT A_Explode
FIRD GHIJKL 2 BRIGHT A_Explode
FIRD MNO 2 BRIGHT
stop
}
}
edit: yea about the hit-the-enemy thing...
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Hmm, that's looking pretty good so far. Much better than what I was able to do on my own. Is there a way to have the flames stop moving at a certain distance or if they hit a wall or a ledge or something?
Last edited by lizardcommando on Sat May 23, 2009 1:27 pm, edited 1 time in total.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
A_Stop might stop the flame actor. I don't think you can do it at a certain distance though
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Ooh. Your suggestion works. I put the A_Stop on a blank frame or whatever this following is called:
and it works. Thanks.
Now, if I wanted to make some changes to the flames that don't move at all, the ones that are spawned in the middle of the explosion, which of the lines X-CrAzYkOoL-X posted would I change?
Code: Select all
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD A 0 BRIGHT A_Stop
FIRD ABC 2 BRIGHT A_Explode
Now, if I wanted to make some changes to the flames that don't move at all, the ones that are spawned in the middle of the explosion, which of the lines X-CrAzYkOoL-X posted would I change?
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
if you dont want it to move, copy the A_CustomMissile AI thing i did in the middle (custom missile is your friend for this )
edit: this is the hint on what your doing and saying.
edit2: the altfire of the molotov is good for curtain places, but i think you should put an AltHold thing on it.
edit: this is the hint on what your doing and saying.
edit2: the altfire of the molotov is good for curtain places, but i think you should put an AltHold thing on it.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Hmm, good idea on the althold thing. Now where would that go?
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
what do you mean?
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Where would I put in the AltHold function in the Decorate coding?
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
it goes under the altfire.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Wait, so how exactly is it supposed to look? Sorry for asking, I'm still really crappy with Decorate, despite having messed around with it for a while...
Alright, so I'm trying to make a HelperSpawner type item like the TeleportBeacon from Strife, but I'm having trouble implementing it. I can pick up the item, but I can't use it for some reason.
Alright, so I'm trying to make a HelperSpawner type item like the TeleportBeacon from Strife, but I'm having trouble implementing it. I can pick up the item, but I can't use it for some reason.
Code: Select all
ACTOR SupportBeacon : Inventory replaces Berserk
{
Health 5
Radius 16
Height 16
Inventory.MaxAmount 3
+INVENTORY.INVBAR
Inventory.Icon "STINV01"
Tag "Support Beacon"
Inventory.PickupMessage "You picked up the Support Beacon."
States
{
Spawn:
PTRB A -1
Stop
Use:
PTRB A 1 A_ThrowGrenade("ExterminatorSpawner",2,10,2,0)
PTRB A 160
Wait
Death:
PTRB A 1 A_FadeOut(0.015)
Loop
}
}
ACTOR ExterminatorSpawner
{
Radius 23
Height 12
Mass 60
+NOTARGET
+ISMONSTER
+FRIENDLY
+DROPOFF
+MISSILE
+WINDTHRUST
+PUSHABLE
+CANBOUNCEWATER
States
{
Spawn:
PTRB A 1
Loop
Death:
TELX A 0 BRIGHT A_PlaySound("WLIceShot/icechargeup")
TELX A 2 BRIGHT A_SetTranslucent(0.6)
TELX B 2 BRIGHT A_SetTranslucent(0.5)
TELX C 2 BRIGHT A_SetTranslucent(0.4)
TELX D 2 BRIGHT A_SetTranslucent(0.3)
TELX E 2 BRIGHT A_SetTranslucent(0.2)
TELX F 2 BRIGHT A_SetTranslucent(0.1)
TELX G 6
TELX H 1 A_SpawnItem("ExterminatorBuddy",1)
Stop
}
}