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[RESOURCE] There's Blood On My Gun!

Posted: Fri Nov 09, 2012 9:05 pm
by Zombieguy
This is an example WAD file I made to show a cool little use of A_JumpIfCloser.

Here's what it does:
.When the player fires his/her shotgun, if you're close enough to an enemy, blood will splatter on your weapon!

Why?
.I've never seen anyone do this for a firearm, so I used my noggin to code this for others to use.

Please note:
This is a WAD that was created as a reference. This WAD is not a mod itself, just an example.

Screenshots!
Spoiler:
Download here!

Edit: New example for melee weapons!
.This version is for melee weapons when the player hits an enemy!
Please note:
This version uses an alt-fire function as a melee attack. So as a result, I had to use A_FireCustomMissile to spawn the melee-puff in order for it to work. A_CustomPunch wouldn't work for some reason. And remember, this is just an example. Hopefully I can improve this when I get time.

Also, - the Imp is the only monster that can call the A_GiveToTarget code pointer in the custom pain state I made. In other words, it won't work unless you hit the imp.

Download here!

Re: [RESOURCE] There's Blood On My Gun!

Posted: Fri Nov 09, 2012 10:59 pm
by Sgt. Shivers
This is awesome, it reminds me of serious sam 3.
It'd be awesome to see something like this in BrutalDoom!

Re: [RESOURCE] There's Blood On My Gun!

Posted: Fri Nov 09, 2012 11:41 pm
by Zombieguy
Yeah, Brutal Doom was my inspiration. I suggested it to Sarge, but he said it wouldn't be easy because of the long weapon animations. :(

Re: [RESOURCE] There's Blood On My Gun!

Posted: Sun Nov 11, 2012 6:48 pm
by ledillman
I have to say, that's Awesome! you did goood dude :wink: :wink:

Re: [RESOURCE] There's Blood On My Gun!

Posted: Sun Nov 11, 2012 7:47 pm
by Zombieguy
Thanks man! :D

Re: [RESOURCE] There's Blood On My Gun!

Posted: Mon Nov 12, 2012 10:18 am
by Batandy
This is awesome, i'd totally use it for Retro Encounter if it wasn't that i'd have to add +40 more sprites for each weapon.Keep the good work up!

Re: [RESOURCE] There's Blood On My Gun!

Posted: Mon Nov 12, 2012 10:26 am
by Zombieguy
Thanks, Batandy! It means a lot coming from you. I can't wait to play The Retro Encounter, by the way! :P

Re: [RESOURCE] There's Blood On My Gun!

Posted: Mon Nov 12, 2012 11:37 am
by Batandy
Zombieguy wrote:Thanks, Batandy! It means a lot coming from you. I can't wait to play The Retro Encounter, by the way! :P
You know what, i may implement it for the Axe if you manage to filter the "enemies" from the "props", because it can get bloody even if you shoot a Barrel :P

Re: [RESOURCE] There's Blood On My Gun!

Posted: Mon Nov 12, 2012 12:05 pm
by Zombieguy
You're right. Haven't thought of that. I'll make an update a bit later today. Thanks for telling me, Batandy!

Re: [RESOURCE] There's Blood On My Gun!

Posted: Mon Nov 12, 2012 2:26 pm
by Zombieguy
I got it working for melee weapons, Batandy. It's not the way I want it right now, but it works. I'll improve it once I get time.

EDIT: I forgot to mention something; the Imp is the only monster that can call the A_GiveToTarget code pointer in the custom pain state I made.

Re: [RESOURCE] There's Blood On My Gun!

Posted: Tue Nov 13, 2012 8:21 am
by Batandy
Zombieguy wrote:I got it working for melee weapons, Batandy. It's not the way I want it right now, but it works. I'll improve it once I get time.

EDIT: I forgot to mention something; the Imp is the only monster that can call the A_GiveToTarget code pointer in the custom pain state I made.
Image
It works correctly now, thanks

Re: [RESOURCE] There's Blood On My Gun!

Posted: Tue Nov 13, 2012 9:25 am
by Zombieguy
No problem. ;)