
But still, thanks a lot for reminding me. *Updates credits*
Well, holy freaking mackerel. Just remind him a bit, you don't have to use your Imp claws.solarsnowfall wrote:What? I get no credit? Even though you're using my shit all over the place? I don't even get a mention? Even though I had to put up with your relentless pestering?
Don't ever expect help from me again.
Heh, still, on the bright side this mod has shown me how certain things I want to do, like Don's Challenge-esque "chance of the player screaming obscenities when attacking" thing, should be done in Zdoom, so in all I'll probably crib off this mod for code help in future projectsBlade Nightflame wrote:Don't worry, your gore was pretty damn ass legendary too, Kinsie. I'm sorry I couldn't use them, but I fear that (and DES' old gore.) would slow down my computer down a bit too much.
But still, thanks a lot for reminding me. *Updates credits*
That's easy, for things like when he slams his fist into a wall, you could have 'DamageType' for the fist puff be something like 'Curse' (in the sense that swearing is cursing, etc.), so it goes to the Pain.Curse state and you A_PlaySoundEx a soundfile there.Kinsie wrote:Heh, still, on the bright side this mod has shown me how certain things I want to do, like Don's Challenge-esque "chance of the player screaming obscenities when attacking" thing, should be done in Zdoom, so in all I'll probably crib off this mod for code help in future projectsBlade Nightflame wrote:Don't worry, your gore was pretty damn ass legendary too, Kinsie. I'm sorry I couldn't use them, but I fear that (and DES' old gore.) would slow down my computer down a bit too much.
But still, thanks a lot for reminding me. *Updates credits*
Code: Select all
Spawn:
PLAY A 0
PLAY A 0 A_Jump(18,Idle) //Idle state
PLAY A -1
Loop
See:
PLAY ABCD 4
Loop
Idle:
PLAY A 0 A_PlaySoundEx("player/idle",Voice,0)
Goto See
Missile:
PLAY E 0 A_Jump(14,Missile.Laugh)
PLAY E 12
Goto Spawn
Missile.Laugh:
PLAY E 0 A_PlaySoundEx("player/xdeathlaugh",Voice,0)
Goto Missile
XDeath:
PLAY O 0 A_SpawnDebris("NashGore_Gib9",0)
PLAY O 0 A_SpawnDebris("NashGore_Gib10",0)
PLAY O 0 A_SpawnDebris("NashGore_Gib11",0)
PLAY O 0 A_SpawnDebris("NashGore_Gib11",0)
PLAY O 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
PLAY O 5 A_PlayerSkinCheck(AltSkinXDeath)
PLAY P 0 A_SkullPop
PLAY P 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
PLAY P 5 A_XScream
PLAY Q 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
PLAY Q 5 A_NoBlocking
PLAY R 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
PLAY RSTUV 5
PLAY W -1
Stop
2) Well, can't call it the 'third altfire', correctly, it'd be the 'third firing mode', or the 'second altfire'
Just sayin'.addmenukey "Third Alternate Fire" thirdalt
alias thirdalt "use Action_ThirdFire"
defaultbind mouse2 thirdalt