Lizard Squad: A cartoony ZDoom mod - Version 5.2b release!
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Having wait at the end of the use state is probably the issue (the wiki states that use states cannot have loops in them, and wait loops the last frame)
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
It's not that bad....
just rough around the edges.
just rough around the edges.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Well, it looks a little better than how it was before, but why is this in my thread?
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
sorry i just stopped on page 3...kinda rage quite
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Ugh. I still can't seem to get the TeleporterBeacon-like item to work. I can't figure what I'm doing wrong.
Also, the fire spawning for the Molotov cocktail is still a bit buggy. I also can't figure out why it'll disappear immediately when the Molotov cocktail
directly hits something or gets really close to hitting something.
Code: Select all
ACTOR SupportBeacon : Inventory replaces Berserk
{
Health 5
Radius 16
Height 16
Inventory.MaxAmount 3
+INVENTORY.INVBAR
+INVENTORY.BIGPOWERUP
Inventory.Icon "STINV01"
Inventory.usesound "weapons/grenthrow"
Tag "Support Beacon"
Inventory.PickupMessage "You picked up the Support Beacon."
States
{
Spawn:
PTRB A -1
Use:
PTRB A 1 A_CustomMissile("Ext-Spawner",1,1,1)
PTRB A 160
Death:
PTRB A 1
Stop
}
}
ACTOR Ext-Spawner
{
Radius 23
Height 12
Mass 60
+NOTARGET
+ISMONSTER
+FRIENDLY
+DROPOFF
+MISSILE
+WINDTHRUST
+PUSHABLE
+CANBOUNCEWATER
States
{
Spawn:
PTRB A 1
Loop
Death:
TELX A 0 BRIGHT A_PlaySound("WLIceShot/icechargeup")
TELX A 2 BRIGHT A_SetTranslucent(0.4)
TELX B 2 BRIGHT A_SetTranslucent(0.5)
TELX C 2 BRIGHT A_SetTranslucent(0.6)
TELX D 2 BRIGHT
TELX E 2 BRIGHT
TELX F 2 BRIGHT
TELX G 6
TELX H 1 A_SpawnItem("ExtBuddy",0,1)
Stop
}
}
directly hits something or gets really close to hitting something.
Code: Select all
ACTOR Cocktail
{
Obituary "%o burned to death from %k's molotov cocktail."
height 8
radius 10
damage 8
speed 25
ExplosionRadius 80
ExplosionDamage 50
deathsound "weapons/molotovexplode"
PROJECTILE
+GRENADETRAIL
+FIREDAMAGE
+RANDOMIZE
-NOGRAVITY
states
{
Spawn:
MCCK A 0 BRIGHT ThrustThingZ(0,5,0,1)
MCCK ABCDE 2 BRIGHT
loop
Death:
EXPL A 0 BRIGHT A_AlertMonsters
EXPL A 0 BRIGHT A_Explode
FIRD A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIRD A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIRD A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIRD A 0 A_CustomMissile("MolotovFire",0,random (-60, 60),0)
FIRD A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
FIRD A 0 A_CustomMissile("MolotovFire",0,random (-20, 20),0)
FIRD A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
FIRD A 0 A_CustomMissile("MolotovFire",0,random (-20, 20),0)
FIRD A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
FIRD A 0 A_CustomMissile("MolotovFire",0,random (-60, 60),0)
FIRD A 0 A_CustomMissile("MolotovFire",0,random (-80, 80),0)
FIRD A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIRD A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIRD A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
EXPL ABCDEF 1 BRIGHT A_EXPLODE
EXPL GHIJKL 1 BRIGHT A_EXPLODE
EXPL MNOP 1 BRIGHT
EXPL QRSTUVW 1
stop
}
}
ACTOR MolotovFire
{
Obituary "%o got too close to %k's flames."
height 10
radius 20
damage 10
scale 0.7
seesound "weapons/fire"
ExplosionDamage 8
ExplosionRadius 35
+MISSILE
+FIREDAMAGE
-FloorHugger
+RANDOMIZE
-NOGRAVITY
states
{
Spawn:
FIRD A 0 BRIGHT A_Wander
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD A 0 BRIGHT A_Stop
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD DEF 2 BRIGHT A_Explode
FIRD GHIJKL 2 BRIGHT A_Explode
FIRD MNO 2 BRIGHT
stop
}
}
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
i'll deal with the molotov, but i say you need to add in flare sparks when it crack opens.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
With the beacon, try:
1.Changing all durations to 0
2.Adding stop at the end
Other than that, I'm not sure what to try
1.Changing all durations to 0
2.Adding stop at the end
Other than that, I'm not sure what to try
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Flare sparks? Can you elaborate on that? I'm not sure what you mean by that.X-CrAzYkOoL-X wrote:i'll deal with the molotov, but i say you need to add in flare sparks when it crack opens.
Would you want to take a look at the wadfile itself?InsanityBringer wrote:With the beacon, try:
1.Changing all durations to 0
2.Adding stop at the end
Other than that, I'm not sure what to try
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Sure. That would make it easier to figure out what's going wrong here.lizardcommando wrote:Would you want to take a look at the wadfile itself?InsanityBringer wrote:With the beacon, try:
1.Changing all durations to 0
2.Adding stop at the end
Other than that, I'm not sure what to try
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
you know, fire balls flies in the air and when it lands, fire comes out. and if yo still dont know what i mean, i'll show you.lizardcommando wrote:Flare sparks? Can you elaborate on that? I'm not sure what you mean by that.X-CrAzYkOoL-X wrote:i'll deal with the molotov, but i say you need to add in flare sparks when it crack opens.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
InsanityBringer, I just sent you a pm with a link to my mod.
X-CraZyKooL-X, I get what you're saying. It shouldn't be too hard to implement. It's probably like the mech debris spawning. Graphics shouldn't be too hard to make too.
X-CraZyKooL-X, I get what you're saying. It shouldn't be too hard to implement. It's probably like the mech debris spawning. Graphics shouldn't be too hard to make too.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
And I got it. Time to go play with the code until it works
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Cool. Tell me what you also think of the mod so far as well.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Here are the modifications I made to the code
There is still a issue with it though. If you run into the object as it is being spawned, it fuses with you, but the cartoons should have told you that you should never do that, and in a cartoony mod, it shouldn't be a problem
As for the mod itself, I didn't get to play it too much (wanted to get the bug fixed), but I ran a few levels and it was pretty good and fun
Spoiler:The whole problem which I completly managed to overlook is that you used A_CustomMissile instead of A_FireCustomMissile. You want to use A_FireCustomMissile on anything player inventory releated
There is still a issue with it though. If you run into the object as it is being spawned, it fuses with you, but the cartoons should have told you that you should never do that, and in a cartoony mod, it shouldn't be a problem
As for the mod itself, I didn't get to play it too much (wanted to get the bug fixed), but I ran a few levels and it was pretty good and fun
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Well, I'm glad the item's basic function works, but there's a small problem to it (besides the one you pointed out). I want it so that when I use the item, I throw the SupportBeacon and it would take a second or two until it activates, teleporting a friend. You know, kinda like how the Teleport Beacon or Dudukrazy's friend spawner works. Not sure if that makes sense or not... Also, is there a way to increase how far it gets thrown before being activated?