Special Operations: Action Tactical mod [Beta 2 Release!]
Forum rules
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.
-
- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: Special Operations: Action Tactical mod [New weapon + vi
Awesome! It works now! Thank you!
Sniper Rifle
A powerful bolt-action sniper rifle with two zoom levels, it's perfect for taking out your enemies from a long distance. Hip-firing with it is very, VERY inaccurate, so don't do it unless you're really close to someone.
I just need to replace the BFG9000 and move the M16/M203 to slot 6 and put in an actual rocket launcher type weapon in slot 5 then I will try to release an alpha demo.
Sniper Rifle
A powerful bolt-action sniper rifle with two zoom levels, it's perfect for taking out your enemies from a long distance. Hip-firing with it is very, VERY inaccurate, so don't do it unless you're really close to someone.
I just need to replace the BFG9000 and move the M16/M203 to slot 6 and put in an actual rocket launcher type weapon in slot 5 then I will try to release an alpha demo.
-
- Posts: 1000
- Joined: Wed Sep 17, 2008 9:31 am
Re: Special Operations: Action Tactical mod [Sniper Rifle]
the sniper's sprites looks awesome... i find it kinda funny that it uses cells, but it is an alpha.
-
- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: Special Operations: Action Tactical mod [Sniper Rifle]
Oh yeah, I know I have to change that eventually.
-
- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: Special Operations: Action Tactical mod [Sniper Rifle]
Ok, I'm not entirely sure why my new Berserkpack isn't working. I can pick it up and get healed completely and have that red screen effect, but I'm not super powerful. What am I missing here?
Code: Select all
Actor BerserkPack : Berserk replaces Berserk
{
inventory.pickupsound "pickups/berserk"
states
{
Pickup:
TNT1 A 0
TNT1 A 0 A_GiveInventory("PowerStrength")
TNT1 A 0 HealThing(100,0)
TNT1 A 0 A_SelectWeapon("Fists")
stop
}
}
ACTOR BerserkStrength : Powerup replaces PowerStrength
{
Powerup.Duration 1
Powerup.Color 255,0,0,0.5
+INVENTORY.HUBPOWER
}
-
- Posts: 1880
- Joined: Mon May 24, 2010 4:38 pm
- Location: C:\Earth>
Re: Special Operations: Action Tactical mod [Sniper Rifle]
Here, this should work just fine. Although, I haven't tested. You may easily edit this code to fit your mod.lizardcommando wrote:Ok, I'm not entirely sure why my new Berserkpack isn't working. I can pick it up and get healed completely and have that red screen effect, but I'm not super powerful. What am I missing here?
Code: Select all
Actor Fist : Weapon
{
+WEAPON.WIMPY_WEAPON
+WEAPON.MELEEWEAPON
States
{
Ready:
PUNG A 1 A_WeaponReady
Loop
Deselect:
PUNG A 1 A_Lower
Loop
Select:
PUNG A 1 A_Raise
Loop
Fire:
TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"Punch")
PUNG B 4
PUNG C 4 A_Punch
PUNG D 5
PUNG C 4
PUNG B 5 A_ReFire
GoTo Ready
Punch:
PUNG B 4
PUNG C 4 A_CustomPunch(50,0,1,"KnucklePuff")
PUNG D 5
PUNG C 4
PUNG B 5 A_ReFire
GoTo Ready
}
}
Actor KnucklePuff
{
DamageType Fist
+NOEXTREMEDEATH
+PUFFONACTORS
+BLOODLESSIMPACT
States
{
Spawn:
TNT1 A 0
Stop
Melee:
TNT1 A 0
Stop
Crash:
TNT1 A 0
Stop
}
}
Last edited by Zombieguy on Tue Aug 14, 2012 9:40 pm, edited 3 times in total.
-
- Posts: 658
- Joined: Mon Nov 09, 2009 6:17 pm
Re: Special Operations: Action Tactical mod [Sniper Rifle]
That shotgun sounds very meaty and satisfying, I like it.
-
- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: Special Operations: Action Tactical mod [Sniper Rifle]
Just out of curiousity, is it completely possible to make a laser guided rocket launcher just like the one from Half-Life and Half-Life 2?
-
- Posts: 1880
- Joined: Mon May 24, 2010 4:38 pm
- Location: C:\Earth>
Re: Special Operations: Action Tactical mod [Sniper Rifle]
I think so. But I'm not sure how it's done.
-
- Posts: 1880
- Joined: Mon May 24, 2010 4:38 pm
- Location: C:\Earth>
Re: Special Operations: Action Tactical mod [Sniper Rifle]
Sorry for the double post. But anyway, Is this your first mod outside of MSPaint?
-
- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: Special Operations: Action Tactical mod [Sniper Rifle]
First non-cartoony mod? Yeah, it is.
-
- Posts: 1880
- Joined: Mon May 24, 2010 4:38 pm
- Location: C:\Earth>
Re: Special Operations: Action Tactical mod [Sniper Rifle]
Heh, this is a pretty big step for you, isn't it?
-
- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: Special Operations: Action Tactical mod [Sniper Rifle]
Haha, yeah. The biggest obstacles for me (aside from the Decorate coding) are finding weapons that are fun to use and the graphics and sounds that could go with them.
Right now, I'm trying to make a laser guided rocket launcher a la Half-Life and Half-Life 2, but I have no idea how to approach the coding for this. I've got another weapon I recently made (the M60) that is kinda cool, but it's just boring to use right now.
Right now, I'm trying to make a laser guided rocket launcher a la Half-Life and Half-Life 2, but I have no idea how to approach the coding for this. I've got another weapon I recently made (the M60) that is kinda cool, but it's just boring to use right now.
-
- Posts: 1880
- Joined: Mon May 24, 2010 4:38 pm
- Location: C:\Earth>
Re: Special Operations: Action Tactical mod [Sniper Rifle]
I hear that.lizardcommando wrote:Haha, yeah. The biggest obstacles for me (aside from the Decorate coding) are finding weapons that are fun to use and the graphics and sounds that could go with them.
That would be cool. Good luck. Also, did you solve your problem with the berserk pack? Just out of curiosity.lizardcommando wrote:Right now, I'm trying to make a laser guided rocket launcher a la Half-Life and Half-Life 2, but I have no idea how to approach the coding for this. I've got another weapon I recently made (the M60) that is kinda cool, but it's just boring to use right now.
-
- Posts: 733
- Joined: Tue Mar 02, 2010 8:30 pm
- Graphics Processor: nVidia with Vulkan support
Re: Special Operations: Action Tactical mod [Sniper Rifle]
One of cybermind's mods achieves this, maybe you could borrow from it?lizardcommando wrote:Right now, I'm trying to make a laser guided rocket launcher a la Half-Life and Half-Life 2, but I have no idea how to approach the coding for this.
-
- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: Special Operations: Action Tactical mod [Sniper Rifle]
Oh sweet! I did not know that mod existed!
As for the berserk fists, I tried following the sister weapon route like Wildweasel's Diaz remake, but i keep getting this error:
"fists" is an unknown actor property
What am I doing wrong?
As for the berserk fists, I tried following the sister weapon route like Wildweasel's Diaz remake, but i keep getting this error:
"fists" is an unknown actor property
What am I doing wrong?
Code: Select all
ACTOR SOBerserk : ArtiTomeOfPower
{
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+COUNTITEM
Powerup.Color 102,0,0,0.2
Powerup.Duration 2100
States
{
Spawn:
PSTR A -1
Loop
}
}
ACTOR BerserkPack : Berserk
{
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
Inventory.PickupMessage "Berserk!"
Inventory.PickupSound "misc/p_pkup"
States
{
Spawn:
PSTR A -1
Stop
Pickup:
TNT1 A 0 A_GiveInventory("SOBerserk",1)
TNT1 A 0 HealThing(100, 0)
TNT1 A 0 A_SelectWeapon("Fists2")
Stop
}
}
ACTOR Fists2 : Fists
{
Weapon.SisterWeapon Fists
Weapon.Kickback 80
attacksound "weapons/fistwall"
seesound "weapons/punchhit1"
+POWERED_UP
// +NOALERT
// +WEAPON.MELEEWEAPON
+NOAUTOFIRE
States
{
Ready:
PUNC A 1 A_WeaponReady
Loop
Deselect:
PUNC A 1 A_Lower
Loop
Select:
PUNC A 1 A_Raise
Loop
Fire:
PUNC B 2 A_PlayWeaponSound("weapons/punchswing1")
PUNC CD 1
PUNC E 1 A_CUSTOMPUNCH(65,0,1,"FistPuff")
PUNC F 2
TNT1 A 6
PUNC G 2
PUNC H 1 A_PlayWeaponSound("weapons/punchswing2")
PUNC I 1 A_CUSTOMPUNCH(55,0,1,"FistPuff")
PUNC J 2
TNT1 A 6
Goto Ready
AltFire:
KICK A 2 A_PlayWeaponSound("weapons/kickgo")
KICK B 2
KICK C 0 A_Recoil(-5)
KICK C 2 A_CUSTOMPUNCH(77,0,0,"KickPuff")
KICK B 3
Goto Ready
}
}
ACTOR Fists : Weapon replaces Fist
{
Obituary "%o had their ass kicked by %k."
// AttackSound "weapons/punchhit1"
+NOALERT
+WEAPON.MELEEWEAPON
+NOAUTOFIRE
+NOEXTREMEDEATH
Weapon.SisterWeapon Fists2
Weapon.SelectionOrder 1200
States
{
Ready:
PUNC A 1 A_WeaponReady
Loop
Deselect:
PUNC A 1 A_Lower
Loop
Select:
PUNC A 1 A_Raise
Loop
Fire:
PUNC B 2 A_PlayWeaponSound("weapons/punchswing1")
PUNC CD 1
PUNC E 1 A_CUSTOMPUNCH(4.7,0,1,"FistPuff")
PUNC F 2
TNT1 A 6
PUNC G 2
PUNC H 1 A_PlayWeaponSound("weapons/punchswing2")
PUNC I 1 A_CUSTOMPUNCH(3.8,0,1,"FistPuff")
PUNC J 2
TNT1 A 6
Goto Ready
AltFire:
KICK A 2 A_PlayWeaponSound("weapons/kickgo")
KICK B 2
KICK C 0 A_Recoil(-5)
KICK C 2 A_CUSTOMPUNCH(10,0,0,"KickPuff")
KICK B 3
Goto Ready
}
}