[Request] BD Kick Attack as individual wad.

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[Request] BD Kick Attack as individual wad.

Postby Average » Sat Nov 16, 2013 8:28 am

I have tried to do this but I don't have a clue. I'm not a mapper or a modder and I have no technical skill whatsoever.

What I'd like is an individual wad containing only the kick attack as used in Brutal Doom that I can autoload and assign to ZDoom's secondary attack in the controls menu. I would be eternally grateful if someone could kindly do this for me. I'm sure other players would find it useful too.

Thanks in hope. :)
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Re: [Request] BD Kick Attack as individual wad.

Postby Mikk- » Sat Nov 16, 2013 5:37 pm

I'm pretty sure the Brutal Doom kick is a part of every weapon. As in, you press a button and the current weapon jumps to the kick state. So you'd have to edit all of the vanilla doom weapons to incorporate it.

Either that or there's some method I'm unaware of.
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Re: [Request] BD Kick Attack as individual wad.

Postby The Zombie Killer » Sat Nov 16, 2013 5:58 pm

You'd also have to modify the monsters if you want them to react to the kick.

Mikk- wrote:Either that or there's some method I'm unaware of.

Indeed there is

Code: Select allExpand view
// ACS
#library "kick"
#include "zcommon.acs"

// Defines

// Scripts
Script "Kick" (void)
{
   str weapon = GetWeapon();
   if (StrICmp(weapon, "KickWeapon"))
   {
      SetPlayerProperty(0, 1, PROP_INSTANTWEAPONSWITCH);
      GiveInventory("Kicking", 1);
      SetWeapon("KickWeapon");
      While (CheckInventory("Kicking"))
         Delay(1);
      SetWeapon(weapon);
      SetPlayerProperty(0, 0, PROP_INSTANTWEAPONSWITCH);
   }
}

// Functions


The "KickWeapon" weapon would just play the kick animation in its ready state, and take away the "Kicking" actor when it's done
Last edited by The Zombie Killer on Sat Nov 16, 2013 6:04 pm, edited 1 time in total.
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Re: [Request] BD Kick Attack as individual wad.

Postby Mikk- » Sat Nov 16, 2013 6:02 pm

What would this other method be then? The only way I could think of it would be using ACS and SetWeapon & PROP_INSTANTWEAPONSWITCH trickery
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Re: [Request] BD Kick Attack as individual wad.

Postby The Zombie Killer » Sat Nov 16, 2013 6:04 pm

Sneakily edited the method in, and yes, you're right. That's what it is.
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Re: [Request] BD Kick Attack as individual wad.

Postby Mikk- » Sat Nov 16, 2013 6:07 pm

Very clever. I like that. Probably 100x more intuitive than having every single weapon use the same chunk of code and A_JumpIfInventory calls in the ready state.
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Re: [Request] BD Kick Attack as individual wad.

Postby Average » Sat Nov 16, 2013 6:23 pm

Is that code for the kick attack as in kicking with your feet? I didn't mean the kick back of the weapons in BD but the actual kick attack along with the foot animation. I presume it would be just like a little weapon mod wad but containing only one weapon (the foot) and assigned to secondary attack in the ZDoom engine?

The code above may be simple to you guys but I can't even see where the animation fits in! I'm just an old fart who like to play Doom...
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Re: [Request] BD Kick Attack as individual wad.

Postby The Zombie Killer » Sat Nov 16, 2013 6:24 pm

@Average
That's not all of the required code, that's just the code to make the player begin kicking.
You wouldn't see where the animation fits in because it isn't in that part of the code :p

It works really well

Bind a key to "pukename kick"
So just type this in the console (WITH the quotes):
bind q "pukename kick"
Attachments
brutalkick.pk3
(89.81 KiB) Downloaded 740 times
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Re: [Request] BD Kick Attack as individual wad.

Postby Average » Sat Nov 16, 2013 6:32 pm

Thank you so, so much! That's exactly what I've been looking for. Now I can kick those pinkies in the nuts all day!

Again, thank you. :)
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Re: [Request] BD Kick Attack as individual wad.

Postby The Zombie Killer » Sat Nov 16, 2013 6:36 pm

No problem :D, if only Brutal Doom used a method similar to this for the kicking, but then again... Zandronum support. Ugh.
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Re: [Request] BD Kick Attack as individual wad.

Postby Average » Sat Nov 16, 2013 8:55 pm

Yeah, Zandronum. I kinda gave up on that a while ago. I wonder what stops (G)ZDoom just using the netcode from it as a base and get itself an online-multiplayer presence.

I've been playing with the kick all morning. It works wonderfully with Cosmetic Doom. Between the kick pk3, Cosmetic Doom, Contrast3.wad, firesky.pk3 and the PSXSM music wad I think I now have the perfect balance between traditional Doom and modern looks and gameplay.

Thanks again. :)
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Re: [Request] BD Kick Attack as individual wad.

Postby wildweasel » Sat Nov 16, 2013 9:46 pm

Average wrote:Yeah, Zandronum. I kinda gave up on that a while ago. I wonder what stops (G)ZDoom just using the netcode from it as a base and get itself an online-multiplayer presence.

From what I recall, it's not that easy, because Zan had to rewrite large chunks of the code for netcode-friendliness.
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Re: [Request] BD Kick Attack as individual wad.

Postby Bitterman » Sat Nov 16, 2013 9:51 pm

But I thought (G)ZDoom already had 8-player netplay? Unless it's really limited in terms of features.
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Re: [Request] BD Kick Attack as individual wad.

Postby wildweasel » Sat Nov 16, 2013 10:03 pm

Netplay, yes. Client/server netplay with in-game joining, no. Someone else would need to explain it further, though, as this is about the end of my knowledge on the subject.
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Re: [Request] BD Kick Attack as individual wad.

Postby Average » Sat Nov 16, 2013 10:56 pm

Yeah, it seems to be a bit of a black art. I've never understood why, nowadays, Doom requires dedicated 'open & online' versions. In the old days I got it, but now? Maybe the maintenance overheads are just too high... ?
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