ZDG's Resources! Napalm Bomb!

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Ceeb
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Re: ZDG's Resources! Lots of new stuff!

Post by Ceeb »

Cool spells! Too bad I don't have a use for them...
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

wildweasel wrote:
ZDG wrote:If you look at the fire tome closely enough, it looks like a fiery bunny head. :lol:
And before I'd zoomed in to get a closer look, I could have sworn the tome said "RAPE" instead of "FIRE". =P
OMG, seriously?
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

There! Better fire spell frame and heal book.
Attachments
HBKOA0.png
HBKOA0.png (10.67 KiB) Viewed 1668 times
FIREF0.png
FIREF0.png (62.84 KiB) Viewed 1668 times
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

Right now, i'm making the fist go combo-style, but it justs jiggles around the left-right bunch states:

Code: Select all

Actor ZDGfist : weapon replaces Fist
{
 +WEAPON.WIMPY_WEAPON
 +WEAPON.MELEEWEAPON
 +WEAPON.NOALERT
 AttackSound "Kick/hit"
 obituary "%o got f**k'd up by %k's fists."
 states
 {
  Ready:
  FIST A 1 A_WeaponReady
  loop
  Select:
  FIST A 1 A_Raise
  loop
  deselect:
  FIST A 1 A_Lower
  loop
  Fire:
  TNT1 A 0 A_JumpIfInventory("Punchcount",1,"Rightpunch")
  TNT1 A 0 A_JumpIfInventory("Punchcount",2,"LeftUppercut")
  TNT1 A 0 A_JumpIfInventory("Punchcount",3,"RightUppercut")
  TNT1 A 0 A_JumpIfInventory("Punchcount",4,"RightSmash")
  TNT1 A 0 A_JumpIfInventory("Punchcount",5,"LeftSmash")
  FIST A 1
  FIST AB 3
  FIST C 2
  FIST D 2  A_Punch
  FIST EF 2
  FIST F 0 A_GiveInventory ("Punchcount",1)
  FIST F 1 A_ReFire
  FIST F 1 A_TakeInventory ("Punchcount",999)
  goto Ready
  Rightpunch:
  FIST GH 3
  FIST I 2 A_Punch
  FIST JK 2
  FIST L 0 A_GiveInventory ("Punchcount",1)
  FIST L 1 A_ReFire
  FIST L 1 A_TakeInventory ("Punchcount",999)
  goto ready
  LeftUppercut:
  FIST MN 2
  FIST O 2 A_Punch
  FIST P 2
  FIST Q 0 A_GiveInventory ("Punchcount",1)
  FIST Q 1 A_ReFire
  FIST Q 1 A_TakeInventory ("Punchcount",999)
  goto ready
  RightUppercut:
  FIST RS 2
  FIST T 2 A_Punch
  FIST U 2
  FIST V 0 A_GiveInventory ("Punchcount",1)
  FIST V 1 A_ReFire
  FIST V 1 A_TakeInventory ("Punchcount",999)
  goto ready
  RightSmash:
  FIST W 2
  FIST X 2 A_Punch
  FIST Y 0 A_GiveInventory ("Punchcount",1)
  FIST Y 1 A_ReFire
  FIST Y 1 A_TakeInventory ("Punchcount",999)
  goto ready
  LeftSmash:
  FIST Z 2
  FISA A 2 A_Punch
  FISA B 1 A_TakeInventory ("Punchcount",999)
  FISA B 1 A_ReFire
  goto ready
  AltFire:
  KICK AB 4
  KICK C 4 A_PlaySound ("kick/whoosh")
  KICK D 4 A_CustomPunch (5,0,0)
  KICK E 4
  KICK F 4 A_ReFire
  goto Ready
  AltHold:
  LKIC AB 4
  LKIC C 5 A_PlaySound ("kick/whoosh")
  LKIC D 5 A_CustomPunch (6,0,0)
  LKIC EF 4
  LKIC G 4
  goto AltFire
  }
}
I'm prettysure it's about the A_Jumpifinventories.

Oh, btw, i'm ripping the chugshot from FPS creator:
Attachments
Gun
Gun
Chugshot.png (167.74 KiB) Viewed 1645 times
Ammo
Ammo
Chugammo.png (24.75 KiB) Viewed 1645 times
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

Well, i just reversed the order of the jumps, and i got one state farther. It just locks at the LeftUppercut state.

I'm also going to do a new BFG. However, i don't know what type of screen you want, choose:
Spoiler:
Attachments
Energy screen, the jauge will fill depending on user's ammo.
Energy screen, the jauge will fill depending on user's ammo.
Energyscreen.png (5.57 KiB) Viewed 1616 times
System-heat screen
System-heat screen
Sys-Heatscreen.png (5.58 KiB) Viewed 1616 times
No screen
No screen
Noscreen.png (5.48 KiB) Viewed 1616 times
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Ceeb
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Re: ZDG's Resources! Lots of new stuff!

Post by Ceeb »

Ammo gauges on guns are fun to program, no? :cheers:
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

Has anyone found the problem in the code? I can't find it.
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

I don't think anyone cares now.
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NeuralStunner
 
 
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Re: ZDG's Resources! Lots of new stuff!

Post by NeuralStunner »

The inventory checks look for equal to or greater than the number you supply. So reverse the checks, like so:

Code: Select all

  TNT1 A 0 A_JumpIfInventory("Punchcount",5,"LeftSmash")
  TNT1 A 0 A_JumpIfInventory("Punchcount",4,"RightSmash")
  TNT1 A 0 A_JumpIfInventory("Punchcount",3,"RightUppercut")
  TNT1 A 0 A_JumpIfInventory("Punchcount",2,"LeftUppercut")
  TNT1 A 0 A_JumpIfInventory("Punchcount",1,"Rightpunch")
Otherwise it will always go to Rightpunch if there's at least one Punchcount.
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

Already done before, doesn't work.
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Re: ZDG's Resources! Lots of new stuff!

Post by NeuralStunner »

What's the definition for the Punchcount item?
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

Code: Select all

Actor Punchcount : inventory
{
 Inventory.maxamount 6
}
the 6 is a coding safety.
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Re: ZDG's Resources! Lots of new stuff!

Post by NeuralStunner »

Hmm, I really don't know... You can try moving the A_GiveInventory lines to the beginning of each state.
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

WHATEVER, i just dones some stiffstuffstoff, and managed to make it work, thanks anyway!
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

As a reward, there's a little thing i did for my project:
it's a "remix" of Phobus' Quicky2 D_PRISON.
I tried to make it more "Sci-Fi", and there's the original, if you want to compare.
Attachments
D_PRISON both versions.zip
(3 KiB) Downloaded 118 times
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