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Author Topic: [Suggestion] Rage Rune and charged weapons  (Read 2757 times)

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October 14, 2016, 09:11:13 PM
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Offline Xhatahx

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  • Date Registered: September 03, 2016, 07:21:47 AM

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[Suggestion] Rage Rune and charged weapons
« on: October 14, 2016, 09:11:13 PM »
How Rage Rune works is that every state's duration is divided by 2 and then rounded up to prevent infinite 0 tic loops. This works well, but has the consequence of making charged weapons charge at the same rate regardless if you have Rage Rune or not. I suggest adding secondary charge states for Rage Rune that give 2 WeaponCharges. For example:
Code: [Select]
Fire:
HEAT G 0 A_JumpIfNoAmmo("NoAmmo")
HEAT G 1
goto Hold
Hold:
HEAT G 0 A_JumpIfNoAmmo("NoAmmo")
HEAT G 0 A_JumpIfInventory("WeaponCharge",1,"Hold2")
HEAT G 2 A_GiveInventory("WeaponCharge",1)
HEAT G 0 A_Refire
Goto Fire1
Hold2:
HEAT G 0 A_JumpIfInventory("RageRune",1,"RageHold") //NEW
HEAT G 0 A_JumpIfInventory("WeaponCharge",40,"Hold3")
HEAT G 0 //A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat1", "Weapon",1,0)
HEAT H 1 ACS_ExecuteAlways(991,0,60)
HEAT G 0 ACS_ExecuteAlways(991,0,3)
HEAT G 1 A_GiveInventory("WeaponCharge",1)
HEAT G 0 A_Refire
Goto Fire1
Hold3:
HEAT G 0 A_JumpIfInventory("WeaponCharge",70,"Hold4")
HEAT G 0// A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat2", "Weapon",1,0)
HEAT I 1 ACS_ExecuteAlways(991,0,61)
HEAT G 1 ACS_ExecuteAlways(991,0,3)
HEAT G 0 A_GiveInventory("WeaponCharge",1)
HEAT G 0 A_Refire
Goto Fire2
BotFire:
HEAT G 0 A_Jump(16, "Fire3")
HEAT G 0 A_Refire
Goto Fire3
Hold4:
HEAT G 0// A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat3", "Weapon",1,0)
HEAT J 1 ACS_ExecuteAlways(991,0,62)
HEAT G 1 ACS_ExecuteAlways(991,0,3)
HEAT G 0 A_JumpIfInventory("IsBot", 1, "BotFire")
HEAT G 0 A_Refire
Goto Fire3
//NEW FROM NOW ONWARDS
RageHold:
HEAT G 0 A_JumpIfInventory("WeaponCharge",40,"RageHold2")
HEAT G 0 //A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat1", "Weapon",1,0)
HEAT H 1 ACS_ExecuteAlways(991,0,60)
HEAT G 0 ACS_ExecuteAlways(991,0,3)
HEAT G 1 A_GiveInventory("WeaponCharge",2)
HEAT G 0 A_Refire
Goto Fire1
RageHold2:
HEAT G 0 A_JumpIfInventory("WeaponCharge",70,"Hold4")
HEAT G 0// A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat2", "Weapon",1,0)
HEAT I 1 ACS_ExecuteAlways(991,0,61)
HEAT G 1 ACS_ExecuteAlways(991,0,3)
HEAT G 0 A_GiveInventory("WeaponCharge",2)
HEAT G 0 A_Refire
Goto Fire2

October 15, 2016, 06:09:13 PM
Reply #1

Offline fortegigasgospel

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Re: [Suggestion] Rage Rune and charged weapons
« Reply #1 on: October 15, 2016, 06:09:13 PM »
Runes are being removed in Zand 3.0 anyway. So unless the devs remake them to put into core I don't think it would be a problem anymore in v5b, unless when done so the problem persists.

October 30, 2016, 10:46:05 PM
Reply #2

Xhatahx (in exile)

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Re: [Suggestion] Rage Rune and charged weapons
« Reply #2 on: October 30, 2016, 10:46:05 PM »
I assumed the devs wanted to hang onto runes after the addition of the generalized rune system in Zandronum 3.0-alpha-150819-2351.
Anyway, where was that announcement? I've been digging (not well, mind you) through Zandronum's builds section and I haven't seen any indication of them wanting to phase out runes.

March 09, 2017, 06:35:42 PM
Reply #3

Offline CutmanMike

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Re: [Suggestion] Rage Rune and charged weapons
« Reply #3 on: March 09, 2017, 06:35:42 PM »
Runes have been re-added to mm8bdm for compatibility with mods that use them.

However, since they aren't actually used in the core game we won't be changing core weapons just to make them compatible with the runes. Modders can do this themselves.