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

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

Post by Bitterman »

Mod looks great, they're nice old sprites unlike RGA's weapon rips. (Which don't look very nice in Doom.)

I know everyone asks so I'll place in spoiler:
Spoiler:
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TheDarkArchon
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by TheDarkArchon »

lizardcommando wrote: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?
Load order issue: Put fists ABOVE Fists2 in DECORATE.
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lizardcommando
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by lizardcommando »

Ah, that's what was wrong. Thank you.
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lizardcommando
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by lizardcommando »

Alright, so I was taking a look at Cybermind's example of the laser guided rocket launcher. I put into my mod, but it won't work. The primary function works fine but it's the secondary function that is giving me problems. The laser pointer shows up and I can move it around, but the rocket doesn't. All I get is the explosion sound repeating itself over and over and over again and I can't switch that weapon out to anything else. It'll be stuck forever with it. I have no idea what I am doing wrong with it.

Code: Select all


ACTOR Laser-PointRLauncher : Weapon replaces RocketLauncher
{
    Weapon.AmmoUse 1
    Weapon.AmmoType "RocketAmmo"
	Weapon.AmmoUse2 1
	Weapon.AmmoType2 "RocketAmmo"
	Weapon.SlotNumber 5
	AttackSound "weapons/rocketfire"
	Inventory.PickupMessage "You got the Laser-Point Rocket Launcher"
    Obituary "%o was blown up by %k's Laser-Point Rocket Launcher."
	+WEAPON.NOAUTOFIRE
	States
	{
   Ready:
     RLAU A 1 A_WeaponReady
     Loop
   Deselect:
     RLAU A 1 A_Lower
     Loop
   Select:
     RLAU A 1 A_Raise
	 Loop
    Fire:
	RLAU B 1 BRIGHT A_PlayWeaponSound("weapons/rocketfire")
    RLAU B 1 BRIGHT A_FireCustomMissile("Rocket1",0,-1,4,2)
    RLAU C 8
	RLAU D 5
	RLAU E 5
	RLAU A 3
    Goto Ready
	AltFire:
    RLAU B 0 Bright A_FireBullets(0,0,1,0,"RocketPuff",1)
    RLAU C 8
	RLAU D 5
	RLAU E 5
	RLAU A 3
	RLAU B 0 A_SpawnItem("RocketSpawnActor",32,24.0, 0, 0)
	goto Targeting
	Targeting:
		RLAU E 2
		RLAU E 0 A_FireBullets(0,0,1,0,"SpecPuff",0)
		RLAU E 0 A_JumpIf(ACS_ExecuteWithResult(102,800,0,0)==0,"Targeting")
		RLAU E 1 
		RLAU E 0 A_TakeInventory("CheckDead",1)
		goto Ready
	}
}

Actor CheckDead:Inventory{
inventory.maxamount 1
}

ACTOR RocketPuff
{
	radius 1
	height 1
	Scale 0.5
	+SKYEXPLODE
	+GHOST
	+NOBLOOD
	-FRIENDLY
	+ALWAYSPUFF
	+PUFFONACTORS
	+NOCLIP
	+NOGRAVITY
	-NOBLOCKMAP
	+SHOOTABLE
	+BLOODLESSIMPACT
	RenderStyle Add
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 Thing_ChangeTID(0,785)
		LASR A 1 BRIGHT
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(102,800,0,0),1)
		Goto Spawn+2
		TNT1 A 0
		TNT1 A 1 A_Die 
		Goto Death
	Death:
		TNT1 A 1
		Stop
	}
}

ACTOR RocketSpawnActor
{
	+ALWAYSPUFF
	+PUFFONACTORS
	+NOBLOCKMAP
	+NOCLIP
	+NOGRAVITY
	RenderStyle None
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 Thing_ProjectileAimed(0,255,160,785)
		stop
	}
}

ACTOR SpecPuff
{
	+ALWAYSPUFF
	+PUFFONACTORS
	+NOBLOCKMAP
	+NOCLIP
	+NOGRAVITY
	+BLOODLESSIMPACT
	RenderStyle None
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_ExecuteAlways(100,0,x,y,z)
		stop
	}
}

ACTOR NewRocket
{
	Radius 8
	Height 8
	Speed 20
	Damage 35
	Projectile
	+SKYEXPLODE
	+THRUSPECIES
	+THRUGHOST
	+ROCKETTRAIL
	+SEEKERMISSILE
	Decal "Scorch"
	Species "Rocket"
	SeeSound "weapons/rocketfly"
	DeathSound "weapons/bigboom"
	Obituary "%o was hunted down and blown up by %k's Laser-Point Rocket Launcher."
	States
	{
	Spawn:
		MISL A 1 A_SeekerMissile(0,6,SMF_PRECISE)
		Loop
	Death:
		MISL B 0 ACS_ExecuteAlways(101,0,800,0,0)
		MISL B 5 Bright A_Explode
		MISL C 3 Bright
		MISL D 2 Bright
		Stop
	}
}
and here's the ACS portion of it:

Code: Select all

#include "zcommon.acs"
#library "SPECOPS"

int dead=0;

script 100 (int x,int y,int z){
SetActorPosition(785,x<<16,y<<16,z<<16,false);
}

script 101 (int tid){
GiveActorInventory(tid,"CheckDead",1);
}

script 102 (int tid){
SetResultValue(CheckActorInventory(tid,"CheckDead"));
}
Ok, I solved one tiny bit of the problem. I guess I had to add in the Spawn ID for the "NEWROCKET" actor. I can have the rocket spawn when I use the secondary function, but I still have the problem of not being able to shoot anymore rockets and having the sound repeat itself over and over again. Not sure what's going on.
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ChronoSeth
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by ChronoSeth »

lizardcommando wrote:[trying to figure out how to make berserk work with a custom weapon]
Okay, slow down. You're over-complicating it.

Code: Select all

Actor Fist2 : Fist Replaces Fist
{
States
{
Fire:
    TNT1 A 0 A_JumpIfInventory ("PowerStrength", 1, "Berserk") //Check for the powerup, if it's there then goto "Berserk". A_Punch checks for it automatically and adjusts the damage, but A_CustomPunch does not.
    PUNG B 4
    PUNG C 4 A_CustomPunch (4)
    PUNG D 5
    PUNG C 4
    PUNG B 5 A_ReFire
    Goto Ready
Berserk:
    PUNG B 4
    PUNG C 4 A_CustomPunch (40) //Does 10 times more damage
    PUNG D 5
    PUNG C 4
    PUNG B 5 A_ReFire ("Fire") //Not really necessary with Doom's default infinite-duration powerup, but needed if you make it timed.
    Goto Ready
}

Actor Berserk2 : Berserk Replaces Berserk //Optional, see below.
{
  States
  {
  Pickup:
    TNT1 A 0 A_GiveInventory("PowerStrength")
    TNT1 A 0 HealThing(100, 0)
    TNT1 A 0 A_SelectWeapon("Fist2") //Change to the new "fist" weapon, rather than the original.
    Stop
  }
}
This should work out-of-the-box, except that obviously you won't start with "Fist2".
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lizardcommando
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by lizardcommando »

Oh, so that whole "sister weapon" route wasn't really necessary? The way I have it right now, the powerup is timed. Plus, I have it so that the powered up version has more weapon kickback to make enemies fly when I punch and kick them while berserk (not literally, but pretty damn far, especially with the kick!).
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ChronoSeth
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by ChronoSeth »

Not at all. In fact, it's probably the worst way of doing it.

As for your other problem, change the library's name to exactly 8 characters. IIRC it is required, but the wiki fails to mention it.
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lizardcommando
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by lizardcommando »

Ok, the berserk thing's been fixed aside from having the secondary kick not being affected by the berserk. The laser-guided rocket is still having the same problem. :(
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lizardcommando
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by lizardcommando »

Still having problems with the ACS for the laser-guided rocket launcher... does anyone want to try and take a look at the wad itself?
Zombieguy
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by Zombieguy »

I don't have much experience in ACS. :/

But good luck man.
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ChronoSeth
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by ChronoSeth »

If you make a quick wad which just has the rocket launcher, I can have a look at it. I need something to do anyway.
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lizardcommando
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by lizardcommando »

Alright, check your PM for the link.
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lizardcommando
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by lizardcommando »

Can someone else try and help fix the coding for the Laser-Guided Rocket Launcher? ChronoSeth tried to fix it, but he was stumped by some problems he ran into. Here's a link to my version of the Laser-Guided Rocket Launcher.

http://files.drdteam.org/index.php/file ... ettest.zip

And just for reference, here's the laser guided-rocket launcher from Cybermind that I based this off of:

http://forum.zdoom.org/viewtopic.php?f= ... 4&p=563625
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Bitterman
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by Bitterman »

lizardcommando wrote:Can someone else try and help fix the coding for the Laser-Guided Rocket Launcher? ChronoSeth tried to fix it, but he was stumped by some problems he ran into. Here's a link to my version of the Laser-Guided Rocket Launcher.

http://files.drdteam.org/index.php/file ... ettest.zip

And just for reference, here's the laser guided-rocket launcher from Cybermind that I based this off of:

http://forum.zdoom.org/viewtopic.php?f= ... 4&p=563625
Not much help here, just study the Rocket Launcher code and see anything that gives it the guiding.
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lizardcommando
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Re: Special Operations: Action Tactical mod [Sniper Rifle]

Post by lizardcommando »

That's what I have been trying to do. I haven't had much luck trying to fix it.

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