Artifact Weapon

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esajaxa
Posts: 9
Joined: Wed Jul 09, 2008 3:04 pm

Artifact Weapon

Post by esajaxa »

I guess this is more or less of a release. This is part of a larger wad I'm making, and I thought it came out well enough that I'm throwing it out to the community to see what they think of it.

It's based on the DooM 3 Artifact

Image

Some sprites I made myself (the heart image itself was captured and edited by myself), others I cribbed from other wads (credits below).

It doesn't act as a direct-attack weapon; instead, using it grants you various powerups (some for a duration of time, others only while you "fire" it).

Version I'm releasing here has the following 5 powerups:

Image Berserk: Duration. Berserk Powerup and Double Damage Powerup. Uses 20 ammo.
Image Invulnerability: Hold. Reflective Invulnerability. Uses 1 ammo / sec
Image Time: Freeze Time (Hold) and Double Speed (slight duration). Uses 1 ammo / sec.
Image Heal: Hold. Grants 4 hp per sec up to 200. Uses 1 ammo / sec
Image Blur: Duration. Fuzzy invisibility. Uses 5 ammo.
Image Fright: Duration. Fright powerup. Uses 10 ammo.

Fire activates the powerup, altfire switches between them.

The ammunition it uses is special: you don't collect it inmap, but is granted to you 1 ammo for every enemy you kil. This is done using an ACS library, so you should be able to just drop it into whatever maps you want and play (though you will have to give it to yourself in the console: it's named "artifact" ingame.

Credits:
Sounds from DooM 3
Heart model from DooM 3
Hand image from here
Several orb images from DooM64
Some sphere images from Summoner Sphere, Turbo Sphere, and Guard Sphere.

Download here

Future Plans: I guess make the sphere symbols I have denoting the powers show up more than a few seconds after you first select the power. I wanted to use it as altammo (since that would go into my idea of limiting the powers in my wad based on what you've collected), but that seems to be limited to only two types of ammo, and I haven't come up with another workaround yet.
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Henix_Aurorus
Posts: 108
Joined: Tue Aug 27, 2013 3:42 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: The Endless Void

Re: Artifact Weapon

Post by Henix_Aurorus »

If you're looking for a way to make a weapon use more than two ammo types, I have come up with a way to do it for my own purposes, but I haven't figured out a way to make it into something modular yet. What I have currently is a massive pile of code (don't get me wrong, it works), which could probably be condensed more if ZDoom actually supported checking for LESS than an amount of items. Alas, that's besides the point. If you want I can write up a bit of code for you based off what I already have. It's worth noting however that due to how the game handles ammunition, you need a special HUD that detects the dummy inventory items I use, in order to display the amount of ammo left. (That's also a thing I'm working on.) Oh, and the added code is several hundred lines, which is another thing to keep in mind.

Anyway, I haven't checked out the weapon itself yet, but I will later. Right now I have other stuff to work on.
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Disc Primitive
Posts: 156
Joined: Thu Apr 30, 2015 10:52 am
Location: Home

Re: Artifact Weapon

Post by Disc Primitive »

It's too small.
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jdredalert
Posts: 1668
Joined: Sat Jul 13, 2013 10:13 pm

Re: Artifact Weapon

Post by jdredalert »

Henix_Aurorus wrote:If you're looking for a way to make a weapon use more than two ammo types, I have come up with a way to do it for my own purposes, but I haven't figured out a way to make it into something modular yet. What I have currently is a massive pile of code (don't get me wrong, it works), which could probably be condensed more if ZDoom actually supported checking for LESS than an amount of items. Alas, that's besides the point. If you want I can write up a bit of code for you based off what I already have. It's worth noting however that due to how the game handles ammunition, you need a special HUD that detects the dummy inventory items I use, in order to display the amount of ammo left. (That's also a thing I'm working on.) Oh, and the added code is several hundred lines, which is another thing to keep in mind.

Anyway, I haven't checked out the weapon itself yet, but I will later. Right now I have other stuff to work on.
I made this not too long ago following the same ideas. The weapon supports three different kinds of ammo, since it doesn't use any "ammotype" to fire but instead uses inventory items. You can switch between ammo types by pressing the alt fire button. Also, i use dummies to keep track of how much ammo you have left and show them on screen only while you're using it. It's "a massive pile of code" as Henix said, but it's fully working and free for everyone to use it. I hope it can help you both.
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EffinghamHuffnagel
Posts: 131
Joined: Wed May 12, 2010 10:33 am
Location: Lompoc

Re: Artifact Weapon

Post by EffinghamHuffnagel »

jdredalert wrote:
Henix_Aurorus wrote:If you're looking for a way to make a weapon use more than two ammo types, I have come up with a way to do it for my own purposes, but I haven't figured out a way to make it into something modular yet. What I have currently is a massive pile of code (don't get me wrong, it works), which could probably be condensed more if ZDoom actually supported checking for LESS than an amount of items. Alas, that's besides the point. If you want I can write up a bit of code for you based off what I already have. It's worth noting however that due to how the game handles ammunition, you need a special HUD that detects the dummy inventory items I use, in order to display the amount of ammo left. (That's also a thing I'm working on.) Oh, and the added code is several hundred lines, which is another thing to keep in mind.

Anyway, I haven't checked out the weapon itself yet, but I will later. Right now I have other stuff to work on.
I made this not too long ago following the same ideas. The weapon supports three different kinds of ammo, since it doesn't use any "ammotype" to fire but instead uses inventory items. You can switch between ammo types by pressing the alt fire button. Also, i use dummies to keep track of how much ammo you have left and show them on screen only while you're using it. It's "a massive pile of code" as Henix said, but it's fully working and free for everyone to use it. I hope it can help you both.
So, basically you created Ripley's Pulse Rifle/Flamethrower/Grenade Launcher from the end of Aliens? Very cool!
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jdredalert
Posts: 1668
Joined: Sat Jul 13, 2013 10:13 pm

Re: Artifact Weapon

Post by jdredalert »

No, i created the grenade launcher used by Claire Redfield in Resident Evil 2, that could fire Grenade Rounds, Flame Rounds and Acid Rounds.
esajaxa
Posts: 9
Joined: Wed Jul 09, 2008 3:04 pm

Re: Artifact Weapon

Post by esajaxa »

jdredalert wrote:I made this not too long ago following the same ideas. The weapon supports three different kinds of ammo, since it doesn't use any "ammotype" to fire but instead uses inventory items. You can switch between ammo types by pressing the alt fire button. Also, i use dummies to keep track of how much ammo you have left and show them on screen only while you're using it. It's "a massive pile of code" as Henix said, but it's fully working and free for everyone to use it. I hope it can help you both.
This seems to be pretty helpful, thanks!
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jdredalert
Posts: 1668
Joined: Sat Jul 13, 2013 10:13 pm

Re: Artifact Weapon

Post by jdredalert »

You're welcome. I hope you can achieve your objectives now. :)

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