Weapons/Armor Changing Sprites Depending On Variables

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SwiftFunk
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Weapons/Armor Changing Sprites Depending On Variables

Post by SwiftFunk »

Was making a mod with a randomizer to add different looks for weapons and armor depending on an internal rolled number, I would like to know how I would go about doing this, or where a tutorial would be that would help.
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Apeirogon
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Re: Weapons/Armor Changing Sprites Depending On Variables

Post by Apeirogon »

Code: Select all

a_jumpif( "internal_rolled_number" == first_defined_value, "state_dependent_on_first_defined_value")
a_jumpif( "internal_rolled_number" == second_defined_value, "state_dependent_on_second_defined_value")
...
Repeat until define all wished sprite sheet in armor/weapon.
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SwiftFunk
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Re: Weapons/Armor Changing Sprites Depending On Variables

Post by SwiftFunk »

What would these defined values be? would they be the sprites or something? Also, what's the ... part for? I'm sorta new to this scripting thing.
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Apeirogon
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Re: Weapons/Armor Changing Sprites Depending On Variables

Post by Apeirogon »

How much you know?
Can you code simple, working weapon, than can shoot/bob/reload/make coffee at morning? Pistol, shootgun, magick wand, boomstick, anything?
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SwiftFunk
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Re: Weapons/Armor Changing Sprites Depending On Variables

Post by SwiftFunk »

I know how to make a menu, and I found weasels old decorate tutorials. I do know how to make a weapon that fires at least bullets and shotgun shells.
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Apeirogon
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Re: Weapons/Armor Changing Sprites Depending On Variables

Post by Apeirogon »

SwiftFunk wrote:different looks for weapons and armor depending on an internal rolled number
How much "looks" and what number you wish to use?
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SwiftFunk
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Re: Weapons/Armor Changing Sprites Depending On Variables

Post by SwiftFunk »

at least the colors yellow, red, and cyan for weapons and armor. so the number range would be 1-3 cause 3 colors.
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Apeirogon
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Re: Weapons/Armor Changing Sprites Depending On Variables

Post by Apeirogon »

Here example with CVARs.

Code: Select all

actor colorful_armor:bluearmor
{states
{
spawn:
sprite letter number a_jumpif(getcvar("inventory_color") == 1, "red_armor")//getcvar return server float Console VARiable you can assign any number for any color, it just example
sprite letter number a_jumpif(getcvar("inventory_color") == 2, "cyan _armor")//jump perform only if all conditions inside a_jumpif will become true
sprite letter number a_jumpif(getcvar("inventory_color") == 3, "yellow_armor")//two = because programming feature, single = means "make staff from left part eaqule to right", two means "if left part eaqule right"
loop

red_armor://this state has sprite of yellow armor
sprite letter number a_jumpif(getcvar("inventory_color") == 0, "spawn")//if no cvar set go back to standart sprite
sprite letter number a_jumpif(getcvar("inventory_color") == 2, "cyan _armor")//in case if you tired from red color and want switch to another
sprite letter number a_jumpif(getcvar("inventory_color") == 3, "yellow_armor")
loop

cyan _armor://as write higher
sprite letter number a_jumpif(getcvar("inventory_color") == 0, "spawn")
sprite letter number a_jumpif(getcvar("inventory_color") == 2, "cyan _armor")
sprite letter number a_jumpif(getcvar("inventory_color") == 3, "yellow_armor")
loop

yellow_armor://-
sprite letter number a_jumpif(getcvar("inventory_color") == 0, "spawn")
sprite letter number a_jumpif(getcvar("inventory_color") == 2, "cyan _armor")
sprite letter number a_jumpif(getcvar("inventory_color") == 3, "yellow_armor")
loop

}}
You can set cvar using menu.
More here
https://zdoom.org/wiki/CVARINFO

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