Special Operations: Action Tactical mod [Beta 2 Release!]

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lizardcommando
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Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: Special Operations: Action Tactical mod [New weapon + vi

Post by lizardcommando »

Awesome! It works now! Thank you!

Image
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.
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TypeSaucy
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Joined: Wed Sep 17, 2008 9:31 am

Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by TypeSaucy »

the sniper's sprites looks awesome... i find it kinda funny that it uses cells, but it is an alpha.
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lizardcommando
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Location: Boringland, California

Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by lizardcommando »

Oh yeah, I know I have to change that eventually.
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lizardcommando
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Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by lizardcommando »

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
}
Zombieguy
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Joined: Mon May 24, 2010 4:38 pm
Location: C:\Earth>

Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by Zombieguy »

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?
Here, this should work just fine. Although, I haven't tested. You may easily edit this code to fit your mod.

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.
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JimmyJ
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by JimmyJ »

That shotgun sounds very meaty and satisfying, I like it.
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lizardcommando
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Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by lizardcommando »

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?
Zombieguy
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Location: C:\Earth>

Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by Zombieguy »

I think so. But I'm not sure how it's done.
Zombieguy
Posts: 1880
Joined: Mon May 24, 2010 4:38 pm
Location: C:\Earth>

Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by Zombieguy »

Sorry for the double post. But anyway, Is this your first mod outside of MSPaint?
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lizardcommando
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Location: Boringland, California

Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by lizardcommando »

First non-cartoony mod? Yeah, it is.
Zombieguy
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Location: C:\Earth>

Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by Zombieguy »

Heh, this is a pretty big step for you, isn't it? :)
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lizardcommando
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Location: Boringland, California

Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by lizardcommando »

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.
Zombieguy
Posts: 1880
Joined: Mon May 24, 2010 4:38 pm
Location: C:\Earth>

Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by Zombieguy »

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.
I hear that.
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.
That would be cool. Good luck. Also, did you solve your problem with the berserk pack? Just out of curiosity.
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rollingcrow
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Graphics Processor: nVidia with Vulkan support

Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by rollingcrow »

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.
One of cybermind's mods achieves this, maybe you could borrow from it?
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lizardcommando
Posts: 1489
Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by lizardcommando »

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?

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
   }
}

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