Special Operations: Action Tactical mod [Beta 2 Release!]

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Zombieguy
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by Zombieguy »

This is rather odd. I'll have to look more into this thing a bit later. But aside from that, those are some really nice rocket sounds you've got!

Edit: Oh man. I can't tell what's wrong either...
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TheLightBad96
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by TheLightBad96 »

it think the laser guided rocket launcher kicks ass
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lizardcommando
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Re: Special Operations: Action Tactical mod [Bug!]

Post by lizardcommando »

This is what I (and ChronoSeth) have been working on and the results are not pretty.

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TheLightBad96
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by TheLightBad96 »

even though the rocket launcher is buggy it still kicks some serious ass
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Ethril
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Re: Special Operations: Action Tactical mod [Bug!]

Post by Ethril »

lizardcommando wrote:This is what I (and ChronoSeth) have been working on and the results are not pretty.
"Not pretty"? Maybe for the guys on the receiving end. :twisted:
I suggest you hang on to that "buggy" code and use it for something in a later project, because it's completely awesome.
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insightguy
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by insightguy »

Somone make a wad filled ONLY with weapons like this!

Glich.wad
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lizardcommando
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by lizardcommando »

Ok, so I went back to take a look at the coding again then I noticed I was missing this piece:

Code: Select all

script 103 ENTER{
Thing_ChangeTID(0,800);
GiveInventory("Laser-PointRLauncher",1);
SetWeapon("Laser-PointRLauncher");
}
I put this into my code, re-compiled the script and loandbehold it works now. Aside from the explosion sound repeating itself when the laser-guided rocket is flying, it works. I want to understand why this piece of code is absolutely necessary for this weapon to work? Wouldn't this just give me the weapon at the start of the map? How does it tie into the rest of the code?
Zombieguy
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by Zombieguy »

I'm just as clueless as you are. Glad you got the rocket actually working.
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lizardcommando
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by lizardcommando »

Thank you. It's almost fixed. I just need to figure how to fix the giant delay between the moment you use the alt-fire of the rocket launcher and the moment you can take control of the rocket.
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lizardcommando
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by lizardcommando »

An alpha demo will come soon along with a new video. Stay tuned!
Zombieguy
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by Zombieguy »

I don't think you have to worry about anyone staying tuned. This will be awesome. ;)
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lizardcommando
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Re: Special Operations: Action Tactical mod [New screenshots

Post by lizardcommando »

There are new screenshots of the last weapons being added to the mod on the first page.

Here's a video of the new stuff in action along with a link to the alpha.



Since this is a beta, there will be bugs present. As far as I am aware of these are a few bugs that I noticed:
  • *The Laser-Guided Rocket Launcher is a little buggy. I need to tweak when that rocket is fired among other small bugs that are present.
Here is the to-do list:
  • *The cell and cellpack need to be changed to proper graphics.
    *Need to work on the player sprites for the three classes.
    *Need to change the M_DOOM graphics.
    *Need to work on the voices for all three classes.
    *Need to work on grenade weapon and sprites.
    *Possibly re-arrange the weapon order.
    *Maybe get rid of the Recon-Marine and replace it with a Juggernaut (provided that I get the sprites done)
Have at it: http://files.drdteam.org/index.php/file ... ops-b1.zip
Last edited by lizardcommando on Mon Aug 20, 2012 9:31 pm, edited 1 time in total.
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Springy
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Re: Special Operations: Action Tactical mod [Alpha Release!]

Post by Springy »

Looks so good man. Will be downloading the alpha now and give feedback a little bit later.
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lizardcommando
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Re: Special Operations: Action Tactical mod [Alpha Release!]

Post by lizardcommando »

Here's Beta 1 of the mod. It's a pretty quick fix but here it is anyways.

New things in this version of the mod:
*Replaced the old ugly M60 pickup sprite with a new one.
*Fixed the Laser-Guided Rocket Launcher pickup bug.

Have at it: http://files.drdteam.org/index.php/file ... ops-b1.zip
Zombieguy
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Re: Special Operations: Action Tactical mod [Beta 1 Release!

Post by Zombieguy »

I just tried it. It's pretty cool. Very impressive work. It's on my favorite mods list. ;)

Just a side note, though. You might want to set the Laser-Guided Rocket Launcher's Weapon.AmmoGive to 2 or something. When I picked the rocket launcher up, I didn't have any rockets. So I had to find some rockets before I got to use the weapon.

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