Page 1 of 1
Custom weapon replications in Heretic, Hexen, & Strife
Posted: Sun Jan 28, 2018 8:19 pm
by Ultimate Freedoomer
How do I replicate the restricted weapon functions of
Heretic,
Hexen, &
Strife via non-restricted weapon attack functions? I ask because I'm working on a custom weapon enhancement packs for those 3 games (no new graphics, just making the weapon function code more modding-friendly & - in
Strife's case - having the firemode toggle be a secondary fire instead of a sister weapon) & the only thing I could find in regards to making these 3 IWADS' weapons more modding friendly was that
"modding the Sigil made easy"thread from 2013. Also, I'd like information on doing this in both ZSCRIPT & DECORATE.
Re: Custom weapon replications in Heretic, Hexen, & Strife
Posted: Mon Jan 29, 2018 1:46 am
by Arctangent
Ultimate Freedoomer wrote:DECORATE.
Don't bother, to be honest.
Ultimate Freedoomer wrote:ZSCRIPT
Crack open gzdoom.pk3 and take a gander at the /zscript folder; I don't think there's a single thing related to the special stuff done by the games' weapons that hasn't been exposed to scripting, so it should require only familiarity with how ZScript works to replicate the special functionality exactly.
Re: Custom weapon replications in Heretic, Hexen, & Strife
Posted: Mon Jan 29, 2018 2:34 am
by Ultimate Freedoomer
Well, I did get the Assault Rifle, Mauler, Flamethrower, & Grenade Launcher working perfectly in DECORATE using non-restricted weapon functions. The main issue I’m having is figuring out how to replicate the accuracy stat calculations in DECORATE for the spread parameters of those vanilla weapons whose respective restricted functions are affected by the accuracy upgrade (assault rifle, Crossbow, Mini-Missile Launcher), & using custom functions for the Mauler’s primary fire is keeping the impact decal from showing up after the puff disappears.
Re: Custom weapon replications in Heretic, Hexen, & Strife
Posted: Mon Jan 29, 2018 7:40 am
by ramon.dexter
DECORATE is outdated, use ZSCRIPT.
Re: Custom weapon replications in Heretic, Hexen, & Strife
Posted: Mon Jan 29, 2018 4:52 pm
by Blue Shadow
Ultimate Freedoomer wrote:The main issue I’m having is figuring out how to replicate the accuracy stat calculations in DECORATE for the spread parameters of those vanilla weapons whose respective restricted functions are affected by the accuracy upgrade (assault rifle, Crossbow, Mini-Missile Launcher)
Take a look at this:
https://github.com/coelckers/gzdoom/sea ... =%E2%9C%93
You can call the AccuracyFactor() function from DECORATE just fine.
Re: Custom weapon replications in Heretic, Hexen, & Strife
Posted: Mon Jan 29, 2018 7:24 pm
by Ultimate Freedoomer
ramon.dexter wrote:DECORATE is outdated, use ZSCRIPT.
I would were it not for the fact that the current stable release of SLADE doesn't recognize it natively.
Re: Custom weapon replications in Heretic, Hexen, & Strife
Posted: Mon Jan 29, 2018 7:28 pm
by Arctangent
I don't seem to get that problem myself ( might be because of working with .pk3s and using a /zscript directory tho ) but that seems like a rather poor reason to avoid it.
Re: Custom weapon replications in Heretic, Hexen, & Strife
Posted: Tue Jan 30, 2018 1:08 am
by ramon.dexter
Duh, the last version of slade DOES recognize zscript (i was wondered

)
Re: Custom weapon replications in Heretic, Hexen, & Strife
Posted: Tue Jan 30, 2018 4:09 am
by Ultimate Freedoomer
ramon.dexter wrote:Duh, the last version of slade DOES recognize zscript (i was wondered

)
I’m waiting for the Stable release of SLADE 3.1.2 before I start doing ZScript.
Re: Custom weapon replications in Heretic, Hexen, & Strife
Posted: Fri Feb 02, 2018 9:39 pm
by Ultimate Freedoomer
Okay, I'm pretty much done with the mod-friendly
Strife weapons. I'm just having the following problems:
- i have no idea how to implement the Mauler Torpedo HUD in Mods
- Fix accuracy bug for Assault Gun & Mini-Missile Launcher (I implemented the accuracy calculation into the spread, but it's not doing anything. Yes, I tested it)
- Fix Electric Bolt Flash bug when firing (you'll see what I mean when playtesting)