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Silenced Duke 64 Pistol - With Black Fingerless Gloves:
I couldn't find the original person who did the sprites for this, I do know it came from these forums though. The first image you get for Silenced Pistol in a Google Image search are the sprites I used.
Summary:
Fires fairly quickly though its semi-auto.
Takes out Zombie Men, Sargents, and Imps fairly quickly. Head shots on the first two are 1 hit kills, Imps take 2 Head shots.
Due to the small clip size, its not good against groups, or anything that can soak up damage or has no head hitbox, aka: Pinkys
Has a reload animation.
No more Alt Fire, if you want to melee, use the kick.
When you use a Meat Shield it will now also use the pistol instead of the rifle, though you need to aim above the crosshair to hit stuff, and you can't hit anything at close range due to the meat shield being in the way.
Known Bugs:
When you expend all your ammo while using a Shotgun Guy Meat Shield, after you throw him away, the sprite for holding him pops back up for a second.
Update History:
Spoiler:
v1.2 - 11th July 2013:
Changed Weapon Sprites including the Meat shield sprites
New Weapon Sprites means it now has a reload animation
Edited the rounds ejecting from the gun to be closer to the actual ejecting port
Moved the pistol clip dropping to closer to the gun
Made the gun fire quicker (its slow firing was starting to annoy me)
Removed Alt Fire/Melee - Just use the kick if you want to melee
Added Credits to the release.
v1.1.2 - 9th July 2013:
Changed Firing Sound
v1.1.1 / 2nd July 2013:
Removed code (Zombie Killer's code) that wasn't necessary, I think I removed it all...
v1.1 / 2nd July 2013:
Added Meat Shield sprites, with the Pistol working properly with Meat Shields.
Note: You need to aim slightly above the crosshair while using a Meat Shield, also you can't hit anything right in front of you while using a Meat Shield.
Changed the Alt Fire to a Melee attack (pretty much just copied the left fist attack)
Feel free to comment and the like, I just really wanted to use a pistol in Brutal Doom, and this was a result of it. Maybe someone else might enjoy this as well.
This will probably be the last update for this weapon, I do have some other weapons in mind I want to make.
Last edited by The Witch on Thu Jul 11, 2013 2:41 am, edited 25 times in total.
Pretty nice for a first addon. Although I think you could use a different secondary fire, I have my own modified pistol addon which has a three-round burst as a secondary fire; If you want I could give you the scripts. (Although it's pretty easy to write the scripts on your own.)
Yeah the alt fire was just something I kinda just chucked in there. I was planning on making the alt fire a melee attack instead (probably just use the left fist). I do have an ambitious goal of adding unique executions with the this pistol melee, but I haven't looked at the code/scripts for that yet.
Thanks for the feedback though
Update 1st June:
Had Issues, Solved Them - Archived Below:
Spoiler:
I've added Meat Shield sprites, though now I've got issues with the gun while using the meatshield...
For some reason when you pickup a meat shield, the gun adopts all of the Rifle's stats (Ammo count, Accuracy, Damage)
I have managed to add the sounds and firing rate to the code though...
I think its getting the rifle's stats from somewhere, but I'm not sure where...
For anyone who's curious about the coding for it, this is just the first main bit of the Zombie Man Meat Shield:
States
{
Ready:
ZSHG A 2 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("MeatAmmo", 100, 4)
TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0)
TNT1 A 0 A_AlertMonsters
Loop
TNT1 AAA 0
Goto Destroy
Deselect:
Goto AltFire
Select:
TNT1 A 0 A_TakeInventory("MeatAmmo", 100)
TNT1 A 0 A_Raise
Wait
Fire:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MeatshieldGunAmmo", 1, 1)
Goto AltFire
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0)
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0)
TNT1 A 0 A_GunFlash
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("MeatshieldGunAmmo", 1)
ZSHF A 2 BRIGHT
ZSHF B 2
TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,-9)
ZSHF C 2
ZSHG A 0
Goto Ready
Flash:
POSS A 0 A_Jump (256, "Shot1", "Shot2", "Shot3")
Stop
Shot1:
TNT1 A 0 A_PlaySound("BDpistol/fire")
Stop
Shot2:
TNT1 A 0 A_PlaySound("BDpistol1/fire")
Stop
Shot3:
TNT1 A 0 A_PlaySound("BDpistol2/fire")
Stop
Any help in figuring this out would be appreciated.
Edit 2:
I figured it out. Its not shooting a bullet/hitscan, its firing a tracer, I've bolded the main culprit, in the code above.
Meat Shield sprites are now included, and the gun actually fires like the pistol now while using a Meat Shield.
Though it shoots slightly above the crosshair when using a Meat Shield, whatever close enough for my tastes.
And now some things I've found out about Brutal Doom's Meat Shield, since I stared at it for a couple of hours straight:
Normally no Bullet casings while using a Meat Shield
Normally no Screen shaking while using a Meat Shield
When using the Meat Shield, instead of firing a bullet it fires a tracer round, this tracer passes through the meat shield and then hits enemies.
If you tried to fire a normal bullet, it would hit your meat shield instead, thus the tracer round.
Since you're using a special Tracer round, you can't hit enemies right in front of you, due to the meat shield being in your way.
You need to define the Meat Shield ammo / actor in the gun's main file. Normally resides at the end of the Rifle's file.
"Slower than the Rifle, but packs a bigger punch."
Then why use silenced pistol sounds?
Haha but really, a beefier firing sound would be a welcome change (this is for brutal doom after all, turn it up to 11 for maximum meettaaal). I always did like Duke 64 sprites as a kid so I do appreciate this release.
I also used/copied a bit of code that apparently fixed the infinite ammo bug (Not sure if it actually works...). I forget who did that one
That would be me. It doesn't work in this addon because there are a few more bits of decorate you need to copy over, plus a little bit of ACS.
The way you have it right now will work, but only if you have my Brutal Doom patch loaded as well.
Max:
The gun currently uses the sounds I ripped from this: https://soundcloud.com/auralscope/socom ... irstperson
When I was talking about silenced pistol sounds, I was referring to one of the first versions of this gun being the same pistol but with a silencer attached to it. And for that gun I just used I think some Call of Duty silenced firing sound. Which sucked.
Zombie Killer:
Ah yes your ammo fix code was one of the very first things I added to this, I didn't really understand the coding as well back then, so I haven't had proper look at it, all I really noticed back then was that it fixed the ammo counts showing incorrectly.
Though now I understand a lot more now. Especially now since I've stared at the Meat Shield coding.
I probably should just remove the coding, since its not really doing anything right now.
But Thanks for the Feedback anyways, sorry I used your code incorrectly/without permission.
Edit: I removed your coding since it wasn't necessary for the gun to work. I think I got it all...
Slight Update - v1.1.2
Changed the firing sound. You can check the source by checking the first post.
What I've been doing: OLD
Spoiler:
I've been trying to figure out how to add fatalities to the pistol but have been having some issues.
I've only made a basic animation for the Zombie Man so far and, want to get rid of the issues/bugs first before adding the fancy stuff.
Right now I've kinda got it working:
Main issue is that its cancelling out the normal punching and berserk melee attacks (With your fists, not the pistol fist), for reference this is my coding, though its mainly just alot of copying and pasting from Brutal Doom's coding (Sgt Mark IV)
This is the Decorate file that I'm currently using:
Spoiler:
ACTOR Zombie_ManDropsClip: Zombie_Man Replaces Zombie_Man
{
DropItem "Clip"
}
Actor PistolZombieManFatality : Inventory
{
inventory.maxamount 1
}
ACTOR Zombie_Man: ZombieMan Replaces ZombieMan
{
damagefactor "PistolFatality", 0.5
States
{
Death.PistolFatality:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_GiveToTarget("GoFatality", 1)
Goto Death.PistolFatality1
Death.PistolFatality1:
TNT1 A 0 A_Scream
TNT1 A 0 A_GiveToTarget("PistolZombieManFatality", 1)
Stop
}
}
ACTOR Doomer2: Doomer Replaces Doomer
{
Player.StartItem "SOCOM"
Player.StartItem "Melee_Attacks"
Player.StartItem "Clip", 48
Player.StartItem "PistolAmmo", 12
Player.StartItem "ShotgunAmmo", 9
Player.StartItem "PlasmaAmmo", 25
Player.StartItem "RocketerAmmo", 4
Player.StartItem "RailgunAmmo", 50
Player.StartItem "IsPlayer", 1
States
{
FatalityChecker:
TNT1 A 1
TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
/// - - - - - - ///
/// - Pistol Fatalities go Here, the Rest is normal Brutal Doom stuff - ///
/// - - - - - - ///
TNT1 A 0 A_JumpIfInventory("PistolZombieManFatality", 1, "PFatalityZMan")
TNT1 A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
TNT1 A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")
TNT1 A 0 A_JumpIfInventory("SKZombieman", 1, "StealthKilLZombieMan")
TNT1 A 0 A_JumpIfInventory("SKShotgunGuy", 1, "StealthKilLShotgunGuy")
TNT1 A 0 A_JumpIfInventory("SKImp", 1, "StealthKilLImp")
TNT1 A 0 A_JumpIfInventory("SKNazi", 1, "StealthKilLNazi")
TNT1 A 0 A_JumpIfInventory("SKChaingunguy", 1, "StealthKilLChaingunguy")
TNT1 A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")
TNT1 A 0 A_JumpIfInventory("ImpFatality2", 1, "FatalityImp2")
TNT1 A 0 A_JumpIfInventory("ImpFatality3", 1, "FatalityImp3")
TNT1 A 0 A_JumpIfInventory("ZombieManFatality", 1, "FatalityZMan")
TNT1 A 0 A_JumpIfInventory("ZombieManFatality2", 1, "FatalityZMan2")
TNT1 A 0 A_JumpIfInventory("ZombieManFatality3", 1, "FatalityZMan3")
TNT1 A 0 A_JumpIfInventory("ZombieManFatality4", 1, "FatalityZMan4")
TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
TNT1 A 0 A_JumpIfInventory("SergeantFatality2", 1, "FatalitySergeant2")
TNT1 A 0 A_JumpIfInventory("SergeantFatality3", 1, "FatalitySergeant3")
TNT1 A 0 A_JumpIfInventory("ComandoFatality", 1, "FatalityComando")
TNT1 A 0 A_JumpIfInventory("ComandoFatality2", 1, "FatalityComando2")
TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
TNT1 A 0 A_JumpIfInventory("DemonFatality2", 1, "FatalityDemon2")
TNT1 A 0 A_JumpIfInventory("DemonFatality3", 1, "FatalityDemon3")
TNT1 A 0 A_JumpIfInventory("CacoDemonFatality", 1, "FatalityCacoDemon")
TNT1 A 0 A_JumpIfInventory("CacoDemonFatality2", 1, "FatalityCacoDemon2")
TNT1 A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
TNT1 A 0 A_JumpIfInventory("RevenantFatality2", 1, "FatalityRevenant2")
TNT1 A 0 A_JumpIfInventory("FatsoFatality", 1, "FatalityFatso")
TNT1 A 0 A_JumpIfInventory("BaronFatality", 1, "FatalityBaron")
TNT1 A 0 A_JumpIfInventory("HKFatality", 1, "FatalityHK")
TNT1 A 0 A_JumpIfInventory("HKFatality2", 1, "FatalityHK2")
TNT1 A 0 A_JumpIfInventory("HKFatality3", 1, "FatalityHK3")
TNT1 A 0 A_JumpIfInventory("ArachnotronFatality", 1, "FatalityArachnotron")
TNT1 A 0 A_JumpIfInventory("ArachnotronFatality2", 1, "FatalityArachnotron2")
TNT1 A 0 A_JumpIfInventory("ArchVileFatality", 1, "FatalityArchVile")
TNT1 A 0 A_JumpIfInventory("PEFatality", 1, "FatalityPE")
TNT1 A 0 A_TakeInventory("GoFatality", 1)
Goto See
// PISTOL FATALITIES
PFatalityZMan:
////////////////////////////////////////////////////////
/// - - BEGIN - Add Invulnerablity - - ///
////////////////////////////////////////////////////////
TNT1 A 0 SetPlayerProperty(0,1,0)
TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
//////////////////////////////////////////////////////
PFZM A 6
PFZM B 6
PFZM C 6
PFZM D 6
PFZM E 6
PFZM F 6
PFZM G 6
PFZM H 6
//////////////////////////////////////////////////////
/// - - END - Remove Invulnerablity - - ///
//////////////////////////////////////////////////////
TNT1 A 0 A_TakeInventory("PistolZombieManFatality",1)
TNT1 A 0 A_TakeInventory("GoFatality", 1)
TNT1 A 0 A_GiveInventory("Stimpack",1)
TNT1 A 0 SetPlayerProperty(0,0,0)
TNT1 A 0 A_ChangeFlag (shootable, 1)
TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
Goto Spawn
}
}
#include SOCOM
#include PFATALITYPUFF
If I can, I would prefer it if I didn't have to copy the entire of each monster's files just so I can add some executions.
Any help would be appreciated.
v1.2 - 11th July 2013:
Changed Weapon Sprites including the Meat shield sprites
New Weapon Sprites means it now has a reload animation
Edited the rounds ejecting from the gun to be closer to the actual ejecting port
Moved the pistol clip dropping to closer to the gun
Made the gun fire quicker (its slow firing was starting to annoy me)
Removed Alt Fire/Melee - Just use the kick if you want to melee
Added Credits to the release.
Check the First Post for a newer Youtube Video, more info and credits