ZDG's Resources! Napalm Bomb!

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SoulCrow
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Re: ZDG's Resources! New Vorpal Edge

Post by SoulCrow »

Looking over this thread once again, I really need to put two and two together sometimes :P
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ZDG
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Re: ZDG's Resources! New Sentry gun

Post by ZDG »

I just done a little modification of Captain toenail's sentry gun, now comes in two flavors: rocket n' bullets!
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

Lotsa new stuff!

GUNS:
SubMachine gun: Fires in full auto or in bursts of 3 bullets.

ITEMS:
New lamps: A brazero and torches with GLDEFS.
Trees: A bush, shruberry and a potted tree, all breakable!


And a new guy for the sentry family! Fry demons with the plasma sentry!
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Trooper 077
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Re: ZDG's Resources! Lots of new stuff!

Post by Trooper 077 »

Pretty Bivitching stuff you got here ZDG, Mind If I use some for a certain project im making?
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

Yes, put me in your credits.
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Mikk-
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Re: ZDG's Resources! Lots of new stuff!

Post by Mikk- »

Wow, I like that MP40, may I use that for a project I'm working on? Obviously there will be a line in the text file crediting you for your sprite/decorate work.
EDIT: Oh, is it also alright if I edit the decorate and the sprites a little to incorporate reloading?
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

Same thing.
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

Well, i'm working on a pistol on which you can add a silencer, if you have one.
It works perfectly, except for one thing, when the silencer is added, the pistol never stops firing, and the flag is added to the player, instead of the weapon
code:

Code: Select all

Actor Silenceablepistol :Weapon replaces Pistol
{
  Weapon.AmmoUse 1
  Weapon.AmmoGive 20
  Weapon.AmmoType "Clip"
  +WEAPON.WIMPY_WEAPON
  Inventory.pickupmessage "Picked up a pistol."
  States
  {
  Ready:
    PISG A 0 A_JumpIfInventory ("HasSilencer",1,3)
    PISG A 1 A_WeaponReady
    Loop
	PISG Y 1 A_WeaponReady // if the silencer is added
	loop
  Deselect:
    PISG A 0 A_JumpIfInventory ("HasSilencer",1,3)
    PISG A 1 A_Lower
    Loop
	PISG Y 1 A_Lower
	loop
  Select:
	PISG A 0 A_JumpIfInventory ("HasSilencer",1,3)
    PISG A 1 A_Raise
    Loop
	PISG Y 1 A_Raise
	loop
  Fire:
   PISG A 0 A_JumpIfInventory ("HasSilencer",1,"SilencedFire")
    PISG A 4
    PISG B 6 A_FirePistol
    PISG C 4
    PISG C 1
    Goto Ready
  SilencedFire:
    PISG Y 4
	PISG Y 0 A_PlaySound ("ccannon/fire")
    PISG X 6 A_FireBullets (5.6, 0, 1, 5, "BulletPuff")
    PISG Z 4
    PISG Z 1
    Goto Ready
	Flash:
	TNT1 A 1
	goto LightDone
  AltFire:
   PISG A 1 A_JumpIfInventory ("Silencer",1,"AddSilencer")
   goto ready
  AddSilencer:
   PISG A 0 A_JumpIfInventory ("HasSilencer",1,"RemoveSilencer")
   ADDS ABC 3
   PISG Y 1 A_ChangeFlag ("WEAPON_NOALERT",1)
   PISG Y 1 A_Print("Silencer Added.")
   PISG Y 1 A_GiveInventory ("HasSilencer",1)
   goto ready
  RemoveSilencer:
   ADDS CBA  3
   PISG A 1 A_ChangeFlag ("WEAPON_NOALERT",0)
   PISG A 1 A_Print("Silencer Removed.")
   PISG A 1 A_TakeInventory ("HasSilencer",1)
   goto ready
  Spawn:
    GSPS A -1
    Stop
  }
}
WTF is wrong there?
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wildweasel
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Re: ZDG's Resources! Lots of new stuff!

Post by wildweasel »

ZDG wrote:Well, i'm working on a pistol on which you can add a silencer, if you have one.
It works perfectly, except for one thing, when the silencer is added, the pistol never stops firing, and the flag is added to the player, instead of the weapon
The first issue might be because of bad jumps. A_Jump* jumps by frames, not lines, so you'd only want to A_Jump 2 instead of 3 (or better, just use custom state labels for everything which will save on a LOT of headaches later on). The second issue: put +WEAPON.NOALERT on the weapon to begin with, don't bother with setting flags through action functions, and have the unsilenced fire states use A_AlertMonsters.
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

Okay, Weasel, thanks.
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

Shazaam! Working on spells!
Attachments
HEALE0.png
HEALE0.png (51.07 KiB) Viewed 1334 times
HBOKA0.png
HBOKA0.png (1.38 KiB) Viewed 1334 times
FBOKA0.png
FBOKA0.png (1.38 KiB) Viewed 1334 times
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

Slowly advancing on spells.
Attachments
FBKOA0.png
FBKOA0.png (11.6 KiB) Viewed 1304 times
Yeah, it looks weird, i'll try to make it better. Friggin' image borders.
Yeah, it looks weird, i'll try to make it better. Friggin' image borders.
FIREF0.png (86.19 KiB) Viewed 1304 times
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NeuralStunner
 
 
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Re: ZDG's Resources! Lots of new stuff!

Post by NeuralStunner »

In that last shot, the fingers are chopped off very badly. Those tomes look neat though. :)

These kinda remind me of the uber-weapon I made a while back. It's a blue star you collect, giving you instant-kill attacks. (Primary is a powerful hitscan, Alternate is much like the Hand of God from ROTT.) Oh, and it consumes Armor as amunition... Can still be used without any armor, but you're reduced to a close-range attack.

That was fun to make. :)
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ZDG
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Re: ZDG's Resources! Lots of new stuff!

Post by ZDG »

If you look at the fire tome closely enough, it looks like a fiery bunny head. :lol:
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wildweasel
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Re: ZDG's Resources! Lots of new stuff!

Post by wildweasel »

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
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