The WIP Thread

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DoomRater
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Re: The WIP Thread

Post by DoomRater »

I was hoping it wasn't too ACS based... then again my "fear" of ACS is likely outdated by now. So with that said I'ma implement a few things everyone who does melee mods seems to forget about- jumping attacks and ducking attacks.
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

It's not complicated at all. To sum it up, it's just one line of code that says, "if player is on the ground, increase his friction" (it's that simple =P). It's also setup non-obstructively as it's a named script and it can work without conflicts with anything.

If a modder is too lazy inclined, he can just slap my stuff into his mod with minimal effort and forget all about it. It's that lightweight.

Until native support for player friction will come (most probably a DECORATE player property) this is as close as it gets...
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Re: The WIP Thread

Post by DoomRater »

The whole reason I avoided ACS scripts in weapon mods was due to wanting to make sure they never collided with scripts in maps. I believe named scripts will never collide so it's sort of a nonissue for me these days, I just have been so out of modding practice I haven't applied it to anything.

I do find it funny I've only seen maybe one or two mods actually take advantage of jumping to employ a second melee attack, and I don't think I've seen anyone use crouch to perform alternate attacks either. Both are tricks I want to implement at some point.
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twinkieman93
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Re: The WIP Thread

Post by twinkieman93 »

Oh, like jumping attacks hit harder but have slower recovery and leave you vulnerable, and crouching attacks deal less damage but let you kneecap enemies, allowing you to either finish them off or run away?
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Re: The WIP Thread

Post by DoomRater »

I was thinking ALSO having attacks you can do at the start of the jump or mid jump, and attacks that if done right after standing up from a crouch do something different. There's a lot of input options for attacks.
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MONKET
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Re: The WIP Thread

Post by MONKET »

Hope you don't mind if I take that title, Heracross. :P
Oh and of course due credit goes to Nash for the friction mod, many thanks for creating it. It's very useful and indeed lightweight which is helpful for the lazy inclined modder.

Just for simplicity's sake I think I'm going to disable jumping entirely from my mod since it wouldn't really fit bunnyhopping around in my game world. Though if you were to implement those types of attacks, I think that it'd take a lot of GetPlayerInput trickery to manage to get before and after jumping attacks coded in, though you could try experimenting with A_JumpIf(velz > 0) kind of stuff in DECORATE for that. ACS would almost certainly be a must for crouching attacks though.
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

MONKET wrote:Just for simplicity's sake I think I'm going to disable jumping entirely from my mod since it wouldn't really fit bunnyhopping around in my game world.
now that's goes even more realistic, i love that. and sorry to say this again, does some kind of weapons or anything have a guarding abilities? or going to make it?
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MONKET
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Re: The WIP Thread

Post by MONKET »

Shucks, thanks :D No need to apologize, and if you're asking if like any other weapons in the mod have guarding or parrying, only the club does. The other weapons in the mod aren't suitable for parrying (either too small or flimsy) and have their own special moves in any case, like stabbing or throwing.
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

PS Monket, I can't wait to play that, whatever it is you're making.

(can't believe I forgot to write this heh)
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The Zombie Killer
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Re: The WIP Thread

Post by The Zombie Killer »

^ I second that motion
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

ey, thanks! glad to see guarding was exist!
MONKET wrote:and have their own special moves in any case, like stabbing or throwing.
BTW, it could be nice either if they had a insta-kill or big deal of damages! :D
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Re: The WIP Thread

Post by DoomRater »

American Super Double Dragon anyone? Where the knives stole half of a full life bar and you were able to cheese through some very tough enemies by using explosives/knives on them? And where the boomerang was BROKEN and you couldn't catch it if you threw it?

...okay I should get to work on something.
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Re: The WIP Thread

Post by amv2k9 »

Captain J wrote:http://cafe.naver.com/doomguy/4187
i hope this site won't hurt anybody, it's harmless but showing a truth about that mod what i talking about is exist.
That is kinda neat. The jitteriness is a bit annoying, as was the music sporadically cutting out (was it a time freeze powerup doing that?).
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

i just sent those problems to author, waiting for answer.

EDIT: time stopping is appears when when you killing few enemies, and he said cannot be fixed because of engine problems. and hey, thanks for your attention!
Last edited by Captain J on Tue Dec 10, 2013 5:06 am, edited 1 time in total.
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Batandy
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Re: The WIP Thread

Post by Batandy »

Blox wrote:ImageImage
okay okay i fixed it up
I'd kill for atleast a full front-sprites sprite sheet
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