Ask about ACS, DECORATE, ZScript, or any other scripting questions here!
Moderator:GZDoom Developers
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
2 posts
• Page 1 of 1
yum13241
Posts: 549
Joined: Mon May 10, 2021 8:08 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): EndeavorOS (basically Arch)
Graphics Processor: Intel with Vulkan/Metal Support
ACTOR GunsAkimbo : PowerupGiver
{
+COUNTITEM
+FLOATBOB
+INVENTORY.PICKUPFLASH
+INVENTORY.AUTOACTIVATE
Inventory.Icon "AKIMA0"
Powerup.Type WeaponLevel2
Inventory.PickupMessage "$TXT_GUNSAKIMBO"
Tag "$TAG_GUNSAKIMBO"
States
{
Spawn:
AKIM A 350
Loop
}
}
Regular Weapon:
Spoiler:
ACTOR Enforcer : Weapon
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the ''Enforcer'' Pistol"
Obituary "%o was forced to die by %k's ''Enforcer''."
Weapon.AmmoType "Clip"
Weapon.AmmoGive 20
Weapon.AmmoUse 1
Weapon.AmmoUse2 1
Weapon.AmmoType2 "Clip"
Weapon.BobStyle Inverse
Weapon.SlotNumber 2
VisibleToPlayerClass AltDoomPlayer
Inventory.Forbiddento AltChexPlayer
Weapon.Kickback 75
Weapon.UpSound "weapons/enforcerup"
AttackSound "usp"
+WEAPON.WIMPY_WEAPON
Scale 0.4
States
{
Spawn:
LIBG X -1
Loop
Ready:
LIBG A 1 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("BotAttack", 1, "Fire")
Loop
Deselect:
LIBG A 1 A_Lower
TNT1 A 0 A_Lower
Loop
Select:
LIBG A 1 A_Raise
TNT1 A 0 A_Raise
Loop
Fire:
LIBF A 0 A_GunFlash
LIBF A 0 A_FireBullets(0, 0, 1, 8, "BulletPuff")
LIBF AB 1 BRIGHT
LIBG CEDCBA 1
LIBG A 2
LIBG A 0 A_ReFire
TNT1 A 0 A_JumpIfInventory("BotAttack", 1, "Fire")
Goto Ready
AltFire:
LIBF A 0 A_GunFlash
LIBF A 0 A_FireBullets(5.6, 5.6, 1, 7, "BulletPuff")
LIBF A 0 A_FireBullets(5.6, 5.6, 1, 7, "BulletPuff")
LIBF A 0 A_FireBullets(5.6, 5.6, 1, 7, "BulletPuff")
LIBF AB 1 BRIGHT
LIBG CEDCBA 1
LIBG A 4
LIBG A 0 A_ReFire
TNT1 A 0 A_JumpIfInventory("BotAttack", 1, "AltFire")
Goto Ready
Flash:
TNT1 A 2 A_Light2
TNT1 A 1 A_Light1
TNT1 A 0 A_Light0
Stop
Spawn:
HFUG A -1
Stop
}
}
Sister Weapon:
Spoiler:
ACTOR UltraEnforcer : EnforcerE
{
Weapon.SisterWeapon EnforcerE
Tag "$TAG_ULTRAENFORCER"
+POWERED_UP
States
{
Ready:
PISA A 1 A_WeaponReady
Loop
Deselect:
PISA A 1 A_Lower
TNT1 A 0 A_Lower
Loop
Select:
PISA A 1 A_Raise
TNT1 A 0 A_Raise
Loop
Fire:
PISA AB 2
PISA CD 2 Bright A_FireBullets(0, 0, 1, 8, "BulletPuff")
PISA E 2
PISA F 2 A_ReFire
Goto Ready
AltFire:
PISA AB 2
PISA CD 1 Bright A_FireBullets(5.6, 5.6, 1, 7, "BulletPuff")
PISA CD 1 Bright A_FireBullets(5.6, 5.6, -1, 7, "BulletPuff")
PISA CD 1 Bright A_FireBullets(5.6, 5.6, -1, 7, "BulletPuff")
PISA E 2
PISA F 2 A_ReFire
}
}
PISA and LIBA are custom sprites irrelevant now.
AKIMA0 gets cut off and without +FLOATBOB it just goes down into the abyss. I suspect my offsets are wrong (0,0) but how can I fix them without spending hours changing them one by one? (trial and error)
Solution: Monster (GL Friendly kinda works but it goes thru the ground on hardware but not on software mode)
You do not have the required permissions to view the files attached to this post.
Last edited by yum13241 on Thu Dec 01, 2022 1:31 pm, edited 1 time in total.