ZDG's Resources! Napalm Bomb!
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Re: ZDG's Resources! Lots of new stuff!
Cool spells! Too bad I don't have a use for them...
Re: ZDG's Resources! Lots of new stuff!
OMG, seriously?wildweasel wrote:And before I'd zoomed in to get a closer look, I could have sworn the tome said "RAPE" instead of "FIRE". =PZDG wrote:If you look at the fire tome closely enough, it looks like a fiery bunny head.
Re: ZDG's Resources! Lots of new stuff!
There! Better fire spell frame and heal book.
- Attachments
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- HBKOA0.png (10.67 KiB) Viewed 1668 times
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- FIREF0.png (62.84 KiB) Viewed 1668 times
Re: ZDG's Resources! Lots of new stuff!
Right now, i'm making the fist go combo-style, but it justs jiggles around the left-right bunch states:
I'm prettysure it's about the A_Jumpifinventories.
Oh, btw, i'm ripping the chugshot from FPS creator:
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
}
}
Oh, btw, i'm ripping the chugshot from FPS creator:
- Attachments
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- Gun
- Chugshot.png (167.74 KiB) Viewed 1645 times
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- Ammo
- Chugammo.png (24.75 KiB) Viewed 1645 times
Re: ZDG's Resources! Lots of new stuff!
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:
I'm also going to do a new BFG. However, i don't know what type of screen you want, choose:
Spoiler:
- Attachments
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- Energy screen, the jauge will fill depending on user's ammo.
- Energyscreen.png (5.57 KiB) Viewed 1616 times
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- System-heat screen
- Sys-Heatscreen.png (5.58 KiB) Viewed 1616 times
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- No screen
- Noscreen.png (5.48 KiB) Viewed 1616 times
Re: ZDG's Resources! Lots of new stuff!
Ammo gauges on guns are fun to program, no? 

Re: ZDG's Resources! Lots of new stuff!
Has anyone found the problem in the code? I can't find it.
Re: ZDG's Resources! Lots of new stuff!
I don't think anyone cares now.
- NeuralStunner
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Re: ZDG's Resources! Lots of new stuff!
The inventory checks look for equal to or greater than the number you supply. So reverse the checks, like so:
Otherwise it will always go to Rightpunch if there's at least one Punchcount.
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")
Re: ZDG's Resources! Lots of new stuff!
Already done before, doesn't work.
- NeuralStunner
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Re: ZDG's Resources! Lots of new stuff!
What's the definition for the Punchcount item?
Re: ZDG's Resources! Lots of new stuff!
Code: Select all
Actor Punchcount : inventory
{
Inventory.maxamount 6
}
- NeuralStunner
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- Posts: 12328
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Re: ZDG's Resources! Lots of new stuff!
Hmm, I really don't know... You can try moving the A_GiveInventory lines to the beginning of each state.
Re: ZDG's Resources! Lots of new stuff!
WHATEVER, i just dones some stiffstuffstoff, and managed to make it work, thanks anyway!
Re: ZDG's Resources! Lots of new stuff!
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.
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
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D_PRISON both versions.zip
- (3 KiB) Downloaded 118 times