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I ask any of you some questions that trouble me:
-Can i make A_FireCustomMissile account for accuracy? if no, any other method of firing pryectiles?
-Would you like a Normal map set to go with this?, strife's map scripting/dialogues gives you the old weapons, don't know how to change this.
Spoiler: WEAPONS!
Punch Dagger and Crossbows are the same, for now.
-Assault Rifle, now has 2 versions, first one fires an explosive grenade on altfire, second one fires a fire grenade on altfire.
-Shotgun, 2 versions, first one has normal shells and fire shells on altfire, second one has electric shells on main and mauler shells for alt.
-Mini Missile Launcher, main fire is still the same, now has a freeze rocket as altfire.
-Grenade Launcher, now combined into one weapon, altfire shoots fire grenades.
-Railgun, pretty self explaining, it Desintegrates/Teleport like the mauler.
To-Do:
-Find more suiting shotty sprites.
-Make the monster variants, on the way.
-Think of more weapons and functions for the Punch Dagger and crossbows.
So, with all that said, i'm open to criticism based on the video, and also open to any suggestion that is reasonably good.
Have a good day.
Last edited by YukiHerz on Mon May 05, 2014 12:11 pm, edited 4 times in total.
Some cool stuff here, I dig the grenade launcher on the assault gun. Maybe you could modify the doom64 sprites a bit to make them a bit more strife-y? It would make sense for the resistance dudes to put together their own gun so a sawed off shotgun wouldn't be unrealistic.
-Ghost- wrote:Always nice to see more Strife mods, I wish it and Hexen got more attention.
Strife didn't get a lot of attention because it was the last game to use doom engine. Besides, velocity probably went downhill just the ID software.
But this mod is nice, very promising. I approve this.
You don't necessarily need to do that though; as long as the weapon is inheriting from StrifeCrossbow, you can just use [wiki]A_FireArrow[/wiki], as it allows you to specify the projectile that will be fired. If only functions like A_FireAssaultGun were parameterized as well...
HazeBandicoot wrote:-Find a way to make the default conversation scripts give you the new weapons instead.
Use the default ConversationID for the new weapon. For example, if you want Rowan and Harris to give you the shotgun, give it a ConversationID of 194, which is the StrifeCrossbow in vanilla Strife. You won't get both. But USDF and ZSDF aren't hard to learn; very simple syntax a la DECORATE.
You don't necessarily need to do that though; as long as the weapon is inheriting from StrifeCrossbow, you can just use [wiki]A_FireArrow[/wiki], as it allows you to specify the projectile that will be fired. If only functions like A_FireAssaultGun were parameterized as well...
Fair enough; perhaps I picked a poor example. I did similar with A_FireAssaultGun and the rest of Strife's accuracy-relative firing functions. The math is roughly the same on them, so I still feel this stands as an example on how to take accuracy into account.
Ed The Bat wrote:To my knowledge, these (as well as A_FireArrow, as discussed earlier) are the only weapon functions affected by a player's accuracy rating.
Doesn't the Flamethrower have some accuracy-dependent stuff, like it jerks less to the left & right as you get more upgrades? I need to check that...
amv2k9 wrote:Doesn't the Flamethrower have some accuracy-dependent stuff, like it jerks less to the left & right as you get more upgrades? I need to check that...
The flamer does not seem to take accuracy into account.
I did, however, also generalize the flamer. I had to edit some things in the projectile itself in order to simulate some of the funnier aspects of A_FireFlamer...
So, i didn't have much time to work on the mod today, i made some more cleanup and little fixes here and there, and changed some values regarding player movement, and started working on something that came to my mind, i will continue it tomorrow.
Also, i tried some mapping in case i wanna add maps later, is this good enough for a boss fight?: