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Author Topic: CoreAltfire/FuncFire recode  (Read 4746 times)

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October 29, 2018, 08:28:26 PM
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Offline JaxOf7

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CoreAltfire/FuncFire recode
« on: October 29, 2018, 08:28:26 PM »
Let us refer to Core Altfires as "FunctionFire"s or "FuncFire."

Let's say you want to make a mod that grants different functionality to Altfire and rebind FuncFire to a different key.
(With Megaman11 a thing, a mod that implements the gears comes to mind...)

It's a pain.
But it doesn't have to be.

That is the primary goal of this, but I've also
*Added functionality to disable weapon firing. Would make for an interesting status condition, but also helpful for bots and charge weapons.
*Eliminated the need for a seperate Altfire state for charge weapons.
*Hopefully reduced the overall amount of repasted code.
*Integrated support for "deselect fire" (like how CBM slide makes you throw in super arm if you are holding).

This first file is the suggestion itself. The recode in some example weapons which actually should exhibit no differences.

https://allfearthesentinel.net/zandronum/download.php?file=corealtfirerecode4h.pk3

Now for the interesting modding.

Add one of these after the recode. They're each pretty small.

https://allfearthesentinel.net/zandronum/download.php?file=altfireisspeedgear4h.pk3
Rebinds FuncFire to zoom, altfire to speed gear.

https://allfearthesentinel.net/zandronum/download.php?file=altfireisbuster4h.pk3
Rebinds FuncFire to zoom, altfire to buster on any weapon.

https://allfearthesentinel.net/zandronum/download.php?file=altfireclasses4h.pk3
Classes consisting of standard megaman and a class of each previous file.
Standard Megaman also has zoom for FuncFire.
Incredibly, these can all coexist.

I may or may not complete the recode for all the v5d weapons. But I don't think you're gonna see much more than what I've done.

October 30, 2018, 04:58:09 PM
Reply #1

Offline JaxOf7

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Re: CoreAltfire/FuncFire recode
« Reply #1 on: October 30, 2018, 04:58:09 PM »
Well this is embarrassing.

So there was a desync issue with this (which I've reported here: https://zandronum.com/tracker/view.php?id=3563)
I've fixed it, but it's unsatisfactory.

While I will be using this code for my modding ventures, the aforementioned issue might make this more trouble than it's worth for core.

I don't know, maybe you do think it is still core-worthy.

Do whatever.

February 19, 2019, 12:47:45 PM
Reply #2

Offline JaxOf7

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Re: CoreAltfire/FuncFire recode
« Reply #2 on: February 19, 2019, 12:47:45 PM »
Redone.
Beat works with v5d.
No more desync issue.
New stuff, change in suggestion scope.

Old version of first post
(click to show/hide)

March 20, 2019, 08:09:06 AM
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Offline JaxOf7

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Re: CoreAltfire/FuncFire recode
« Reply #3 on: March 20, 2019, 08:09:06 AM »
Working on a mass recode for all the weps
wanted to put in basic bot support, but that sadly requires updating all these files.
So here's those, also some minor updates in general, like better metalblade.


Old files

July 08, 2020, 11:52:45 PM
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Offline Trillster

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Re: CoreAltfire/FuncFire recode
« Reply #4 on: July 08, 2020, 11:52:45 PM »
Just gonna bump this thread to show my approval and hope that this gets in. I actually realized it would be very useful for modding endeavors without needing to hackjob every weapon into your file. Realized this by trying to make a mod that keeps all classes using the core weapons, but wanted them to have unique altfires. Unfortunately as pointed out, weapons are not well equipped for this type of change. I find this of similar use to the weapon spawn functions that were seemingly approved earlier, so hopefully it's not that big of an ask to get in.