Tue Jan 11, 2022 11:04 pm
Wed Jan 12, 2022 8:30 am
Select:
SHTG A 1 A_Raise
Loop
Ready: //Pickup animation
SHTG ABCDCB 4
Goto Ready2
Ready2: //The actual Ready state, make all your other states (such as Fire) go here instead
SHTG A 1 A_WeaponReady
Loop
Wed Jan 12, 2022 8:55 am
Wed Jan 12, 2022 9:01 am
Ready:
FRAM ABCD A_WeaponReady
Loop
Ready:
ReadyLoop:
ReadyLoopA:
FRAM A A_WeaponReady
ReadyLoopB:
FRAM B A_WeaponReady
ReadyLoopC:
FRAM C A_WeaponReady
ReadyLoopD:
FRAM D A_WeaponReady
Goto ReadyLoop
Wed Jan 12, 2022 12:00 pm
Thu Jan 13, 2022 9:15 pm
AltFire:
FFTR A 0 A_JumpIf(waterlevel>= 2,"NoWay");
FFTR A 0 A_JumpIfInventory("PyrolightLoaded",10,1);
Goto Dryfire;
Fri Jan 14, 2022 6:58 am
Fri Jan 14, 2022 2:54 pm
Spoiler:
Fri Jan 14, 2022 4:40 pm
Ready2:
FFTR A 0 A_JumpIfInventory("PyrolightLoaded",10,4);
FFTR A 0 A_JumpIfInventory("FlameAmmo",1,2);
FFTR A 1 A_WeaponReady(WRF_NOSECONDARY); //<--- This....
Loop;
FFTR A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_NOSECONDARY); //<--- ....And this states happen if the weapon has less than 10 ammo, and only show a single frame of animation
Loop;
Fri Jan 14, 2022 5:35 pm
Jarewill wrote:Here's the problem I think:
- Code:
Ready2:
FFTR A 0 A_JumpIfInventory("PyrolightLoaded",10,4);
FFTR A 0 A_JumpIfInventory("FlameAmmo",1,2);
FFTR A 1 A_WeaponReady(WRF_NOSECONDARY); //<--- This....
Loop;
FFTR A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_NOSECONDARY); //<--- ....And this states happen if the weapon has less than 10 ammo, and only show a single frame of animation
Loop;
Sat Jan 15, 2022 9:48 am
FFTR A 0 A_JumpIfInventory("PyrolightLoaded",10,10); //4 previous jump + 6 (3 + 3) added frames
FFTR A 0 A_JumpIfInventory("FlameAmmo",1,5); //2 previous jump + 3 added frames
Sun Jan 16, 2022 1:52 am
Sun Jan 16, 2022 6:51 pm
Jarewill wrote:You might also need to edit the jump offsets.
So if you added 3 more frames of animation to each of the A_WeaponReady states, the first two jumps would look like this:
- Code:
FFTR A 0 A_JumpIfInventory("PyrolightLoaded",10,10); //4 previous jump + 6 (3 + 3) added frames
FFTR A 0 A_JumpIfInventory("FlameAmmo",1,5); //2 previous jump + 3 added frames
Sat Jan 22, 2022 7:24 am
Ninlhil wrote:I'm working on a Flamerthrower weapon for a Mod I'm working on, but I'm having trouble with some aspects. When selected, I want the flamer to raise into position and then for a pilot light to flash on. So far, all I've managed to get is a bit of the raise, the pilot light animation and then the raise finishes. Any help and insight with the scripting would be greatly appreciated.
Select:
FRAM ABCDEF 1; //this is meant to be your custom animation
TNT1 A 0 A_Raise;
wait; //this will loop the previous frame, resulting in instantl jump to Ready
Select:
TNT1 A 0 A_Weaponoffset(30.0,67.0); //move the gun to a fixed position at the bottom right
RIFN AAAAAAA 1
{
A_WeaponOffset(-4.0,-5.0,WOF_ADD); //move the gun up and left
A_WeaponReady(WRF_NOFIRE|WRF_NOBOB); //allow the player to interrupt the animation and select a different weapon
}
// At this point the sprite is already at 0, 32, so I don't need to call A_Raise, I simply move to Ready:
goto ready;
Mon Feb 07, 2022 12:16 pm
Jekyll Grim Payne wrote:
- Code:
Select:
FRAM ABCDEF 1; //this is meant to be your custom animation
TNT1 A 0 A_Raise;
wait; //this will loop the previous frame, resulting in instantl jump to Ready
Weapon.YAdjust -32
in the defaults block then they look right in fullscreen but still way too low with a status bar. How to fix that? Ready:
UWAA A 1 A_WeaponReady;
Loop;
Deselect:
UWAA ANO 4;
TNT1 ] 0 A_Lower;
wait;
Select:
UWAA ONA 4;
TNT1 ] 0 A_Raise;
wait;
Ready:
UWAA A 1 A_WeaponReady;
Loop;
Deselect:
TNT1 ] 0 A_WeaponOffset(0,0);
UWAA ANO 8 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB);
goto Ready;
Select:
TNT1 ] 0 A_WeaponOffset(0,0);
UWAA ONA 8 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB);
goto Ready;