I know everyone asks so I'll place in spoiler:
Spoiler:
Spoiler:
Load order issue: Put fists ABOVE Fists2 in DECORATE.lizardcommando wrote:Oh sweet! I did not know that mod existed!
As for the berserk fists, I tried following the sister weapon route like Wildweasel's Diaz remake, but i keep getting this error:
"fists" is an unknown actor property
What am I doing wrong?
Code: Select all
ACTOR Laser-PointRLauncher : Weapon replaces RocketLauncher
{
Weapon.AmmoUse 1
Weapon.AmmoType "RocketAmmo"
Weapon.AmmoUse2 1
Weapon.AmmoType2 "RocketAmmo"
Weapon.SlotNumber 5
AttackSound "weapons/rocketfire"
Inventory.PickupMessage "You got the Laser-Point Rocket Launcher"
Obituary "%o was blown up by %k's Laser-Point Rocket Launcher."
+WEAPON.NOAUTOFIRE
States
{
Ready:
RLAU A 1 A_WeaponReady
Loop
Deselect:
RLAU A 1 A_Lower
Loop
Select:
RLAU A 1 A_Raise
Loop
Fire:
RLAU B 1 BRIGHT A_PlayWeaponSound("weapons/rocketfire")
RLAU B 1 BRIGHT A_FireCustomMissile("Rocket1",0,-1,4,2)
RLAU C 8
RLAU D 5
RLAU E 5
RLAU A 3
Goto Ready
AltFire:
RLAU B 0 Bright A_FireBullets(0,0,1,0,"RocketPuff",1)
RLAU C 8
RLAU D 5
RLAU E 5
RLAU A 3
RLAU B 0 A_SpawnItem("RocketSpawnActor",32,24.0, 0, 0)
goto Targeting
Targeting:
RLAU E 2
RLAU E 0 A_FireBullets(0,0,1,0,"SpecPuff",0)
RLAU E 0 A_JumpIf(ACS_ExecuteWithResult(102,800,0,0)==0,"Targeting")
RLAU E 1
RLAU E 0 A_TakeInventory("CheckDead",1)
goto Ready
}
}
Actor CheckDead:Inventory{
inventory.maxamount 1
}
ACTOR RocketPuff
{
radius 1
height 1
Scale 0.5
+SKYEXPLODE
+GHOST
+NOBLOOD
-FRIENDLY
+ALWAYSPUFF
+PUFFONACTORS
+NOCLIP
+NOGRAVITY
-NOBLOCKMAP
+SHOOTABLE
+BLOODLESSIMPACT
RenderStyle Add
States
{
Spawn:
TNT1 A 0
TNT1 A 0 Thing_ChangeTID(0,785)
LASR A 1 BRIGHT
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(102,800,0,0),1)
Goto Spawn+2
TNT1 A 0
TNT1 A 1 A_Die
Goto Death
Death:
TNT1 A 1
Stop
}
}
ACTOR RocketSpawnActor
{
+ALWAYSPUFF
+PUFFONACTORS
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
RenderStyle None
States
{
Spawn:
TNT1 A 0
TNT1 A 0 Thing_ProjectileAimed(0,255,160,785)
stop
}
}
ACTOR SpecPuff
{
+ALWAYSPUFF
+PUFFONACTORS
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+BLOODLESSIMPACT
RenderStyle None
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(100,0,x,y,z)
stop
}
}
ACTOR NewRocket
{
Radius 8
Height 8
Speed 20
Damage 35
Projectile
+SKYEXPLODE
+THRUSPECIES
+THRUGHOST
+ROCKETTRAIL
+SEEKERMISSILE
Decal "Scorch"
Species "Rocket"
SeeSound "weapons/rocketfly"
DeathSound "weapons/bigboom"
Obituary "%o was hunted down and blown up by %k's Laser-Point Rocket Launcher."
States
{
Spawn:
MISL A 1 A_SeekerMissile(0,6,SMF_PRECISE)
Loop
Death:
MISL B 0 ACS_ExecuteAlways(101,0,800,0,0)
MISL B 5 Bright A_Explode
MISL C 3 Bright
MISL D 2 Bright
Stop
}
}
Code: Select all
#include "zcommon.acs"
#library "SPECOPS"
int dead=0;
script 100 (int x,int y,int z){
SetActorPosition(785,x<<16,y<<16,z<<16,false);
}
script 101 (int tid){
GiveActorInventory(tid,"CheckDead",1);
}
script 102 (int tid){
SetResultValue(CheckActorInventory(tid,"CheckDead"));
}
Okay, slow down. You're over-complicating it.lizardcommando wrote:[trying to figure out how to make berserk work with a custom weapon]
Code: Select all
Actor Fist2 : Fist Replaces Fist
{
States
{
Fire:
TNT1 A 0 A_JumpIfInventory ("PowerStrength", 1, "Berserk") //Check for the powerup, if it's there then goto "Berserk". A_Punch checks for it automatically and adjusts the damage, but A_CustomPunch does not.
PUNG B 4
PUNG C 4 A_CustomPunch (4)
PUNG D 5
PUNG C 4
PUNG B 5 A_ReFire
Goto Ready
Berserk:
PUNG B 4
PUNG C 4 A_CustomPunch (40) //Does 10 times more damage
PUNG D 5
PUNG C 4
PUNG B 5 A_ReFire ("Fire") //Not really necessary with Doom's default infinite-duration powerup, but needed if you make it timed.
Goto Ready
}
Actor Berserk2 : Berserk Replaces Berserk //Optional, see below.
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("PowerStrength")
TNT1 A 0 HealThing(100, 0)
TNT1 A 0 A_SelectWeapon("Fist2") //Change to the new "fist" weapon, rather than the original.
Stop
}
}
Not much help here, just study the Rocket Launcher code and see anything that gives it the guiding.lizardcommando wrote:Can someone else try and help fix the coding for the Laser-Guided Rocket Launcher? ChronoSeth tried to fix it, but he was stumped by some problems he ran into. Here's a link to my version of the Laser-Guided Rocket Launcher.
http://files.drdteam.org/index.php/file ... ettest.zip
And just for reference, here's the laser guided-rocket launcher from Cybermind that I based this off of:
http://forum.zdoom.org/viewtopic.php?f= ... 4&p=563625