Here is some pseudocode:
Code: Select all
BootToTheHead:
KICK A 5
KICK B 5 A_CustomPunch(a lot of damage)
KiCK A 5
Stop
ToMakeThatHappen:
"####" "#" 1 A_Overlay(2, "BootToTheHead")
Moderator: GZDoom Developers
Code: Select all
BootToTheHead:
KICK A 5
KICK B 5 A_CustomPunch(a lot of damage)
KiCK A 5
Stop
ToMakeThatHappen:
"####" "#" 1 A_Overlay(2, "BootToTheHead")
Code: Select all
Kicking:
"----" A 1 A_WeaponOffset(0,42);
"----" A 1 A_WeaponOffset(0,52);
"----" A 1 A_WeaponOffset(0,62);
"----" A 1 A_WeaponOffset(0,72);
"----" A 1 A_WeaponOffset(0,82);
"----" A 0 A_Overlay(1, "KickingLoop");
"----" A 1 A_WeaponOffset(0,82);
"----" A 1 A_WeaponOffset(0,72);
"----" A 1 A_WeaponOffset(0,62);
"----" A 1 A_WeaponOffset(0,52);
"----" A 1 A_WeaponOffset(0,42);
"----" A 0 A_WeaponOffset(0,32);
Goto Ready;
KickingLoop:
TNT1 A 0 A_PlaySound("WHOP");
CKCK ABCD 2;
TNT1 A 0 A_CustomPunch(25,true,0,"BrutalKickPuff", 104);
CKCK E 4;
CKCK DCB 2;
CKCK AA 1 A_WeaponReady(WRF_NOSECONDARY);
TNT1 AAA 1 A_WeaponReady(WRF_NOSECONDARY);
TNT1 A 0 A_JumpIfInventory("Action1",1,"KickingLoop");
Code: Select all
TNT1 A 0 Offset(0,32) A_PlaySound("WHOP");
Code: Select all
Class HLParent : HereticWeapon
{
Default
{
}
String CurSprtName = "something";
Code: Select all
Script error, ":zscript.weap_hlparent"line 6:
Unexpected '='
Expecting ';' or ','
Code: Select all
Class HLParent : HereticWeapon
{
String CurSprtName;
property CurSprtName: CurSprtName;
Default
{
HLParent.CurSprtName "something";
}
Code: Select all
Kicking:
CurSprtName A 1 A_WeaponOffset(0,42);
Code: Select all
:zscript.weap_hlparent, line 25: Sprite name must be exactly 4 characters. Found 'CurSprtName'
Code: Select all
Kicking:
TNT1 A 0 {player.GetPSprite(PSP_WEAPON).CurState.sprite=GetSpriteIndex(invoker.CurSprtName);}
---- A 1 A_WeaponOffset(0,42);
Code: Select all
Script error, ":zscript.weap_hlparent" line 25:
Expression must be a modifiable value
Code: Select all
{player.GetPSprite(PSP_WEAPON).CurState.sprite=GetSpriteIndex(invoker.CurSprtName);}
Code: Select all
{player.GetPSprite(PSP_WEAPON).sprite=GetSpriteIndex(invoker.CurSprtName);}
Code: Select all
Ready:
"----" A 0 A_JumpIfInventory("Action1",1,"Kicking");
"----" A 1 A_WeaponReady;
Loop;
Fire:
Select:
"----" A 0 A_Raise;
"----" A 1 A_Raise;
Loop;
Deselect:
"----" A 0 A_Lower;
"----" A 1 A_Lower;
Loop;
Kicking:
"----" A 1 Offset(0,42);
"----" A 1 Offset(0,52);
"----" A 1 Offset(0,62);
"----" A 1 Offset(0,72);
"----" A 1 Offset(0,82);
KickingLoop:
TNT1 A 0 Offset(0,32) A_PlaySound("WHOP");
CKCK ABCD 2;
TNT1 A 0 A_CustomPunch(25,true,0,"BrutalKickPuff", 104);
CKCK E 4;
CKCK DCB 2;
CKCK AA 1 A_WeaponReady(WRF_NOSECONDARY);
TNT1 AAA 1 A_WeaponReady(WRF_NOSECONDARY);
TNT1 A 0 A_JumpIfInventory("Action1",1,"KickingLoop");
"----" A 0 A_Overlay(1, "Ready");
Code: Select all
...
"----" A 0 A_Overlay(1, "Raise");
Raise:
"----" A 1 Offset(0,82);
"----" A 1 Offset(0,72);
"----" A 1 Offset(0,62);
"----" A 1 Offset(0,52);
"----" A 1 Offset(0,42);
"----" A 0 Offset(0,32);
Code: Select all
Sprite:
GWND A 0
Goto Postkick
Code: Select all
Postkick:
"----" A 1 Offset(0,82);
"----" A 1 Offset(0,72);
"----" A 1 Offset(0,62);
"----" A 1 Offset(0,52);
"----" A 1 Offset(0,42);
"----" A 1 Offset(0,32);
Goto Ready;
Code: Select all
class testwep:weapon{
spriteid cursprite; //get rid of all the "CurSprtName" stuff
states{
select:
TNT1 A 0 A_Raise();
wait;
deselect:
TNT1 A 0 A_Lower();
wait;
ready:
PISG A 1 A_WeaponReady();
wait;
fire:
---- A 0{
invoker.cursprite=player.getpsprite(PSP_WEAPON).sprite;
}
---- A 5 offset(0,32); //obviously should be smoother in the final
---- A 5 offset(0,42);
---- A 5 offset(0,62);
TNT1 A 30; //kick goes here
TNT1 A 0{
player.getpsprite(PSP_WEAPON).sprite=invoker.cursprite;
}
---- A 5 offset(0,62);
---- A 5 offset(0,42);
---- A 5 offset(0,32);
---- A 0 A_Jump(256,"ready"); //do *NOT* use goto here or it will go to parent weapon's state!
}
}
class testwep2:testwep{
states{
ready:
SHTG A 1 A_WeaponReady();
wait;
}
}
Code: Select all
Model BrutalGoldWand
{
Path "Models\HUD\GoldWand"
Model 0 Goldwand.md2
Skin 0 Goldwand.png
PitchOffset 0
Offset 0 4 0
Scale 1 1 1
Frameindex GWND A 0 0
Frameindex GWND B 0 3
}
Yes, the forum is the preferred method of bug tracking. We'd tried a proper bug tracker before, but people weren't keeping tabs on their reports, and many bug reports that needed additional feedback were being abandoned. It was determined that the forum was a better way to keep track of them.Kzer-Za wrote:I created a topic in the Bugs section of the forum. Is it the proper way to report bugs in this project? I don't see the Issues tab on https://github.com/coelckers/gzdoom