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Author Topic: The "How do I make a weapon do that?" thread  (Read 106528 times)

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May 09, 2012, 05:30:03 PM
Reply #210

Offline BiscuitSlash

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Re: The "How do I make a weapon do that?" thread
« Reply #210 on: May 09, 2012, 05:30:03 PM »
This is sort of cheating I know, but I really need to add something to a class that I'm making in order to make it interesting.

Is there a way to make the player have really low traction control like in the "Icy Terrain" chaos generator effect? I want the class have slow acceleration, speed up to go really fast and then find it really hard to slow down, just like that effect. I can't do the thing that chaos generator did because that uses setsector effects, not inventory items.

May 09, 2012, 10:22:28 PM
Reply #211

Offline JaxOf7

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Re: The "How do I make a weapon do that?" thread
« Reply #211 on: May 09, 2012, 10:22:28 PM »
Try to use thrustthing in combination with momx and momy.

actor Slipping : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
States
{
Spawn:
TNT1 A 0
stop
Pickup:
TNT1 A 0
TNT1 A 0 ThrustThing(0, momx*0.5, 1, 0)
TNT1 A 0 ThrustThing(64, momy*0.5, 1, 0)
stop
}
}

May 09, 2012, 11:39:03 PM
Reply #212

Offline Russel

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Re: The "How do I make a weapon do that?" thread
« Reply #212 on: May 09, 2012, 11:39:03 PM »
Uh....That will make the player go in directions independent of the direction they are facing.
You need to use angle and angle+64

May 10, 2012, 01:52:46 AM
Reply #213

Offline ice

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Re: The "How do I make a weapon do that?" thread
« Reply #213 on: May 10, 2012, 01:52:46 AM »
Quote from: "ice"
If it possible to force a player to crouch via altfire? (has an idea for original stage mode)
*never answered*

May 10, 2012, 01:59:12 AM
Reply #214

Offline xColdxFusionx

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Re: The "How do I make a weapon do that?" thread
« Reply #214 on: May 10, 2012, 01:59:12 AM »
Quote from: "ice"
Quote from: "ice"
If it possible to force a player to crouch via altfire? (has an idea for original stage mode)
*never answered*

...This has to do with slide doesn't it.

Short answer: No idea
Long answer: There was an experiment with actor morphing at one point for a different mod, but I'm not sure if that would work well with what you're trying to do.

May 10, 2012, 02:34:44 PM
Reply #215

Offline Russel

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Re: The "How do I make a weapon do that?" thread
« Reply #215 on: May 10, 2012, 02:34:44 PM »
Uh...morphing would not be the best idea for that one...as it would stop the player entirely for about a second...
Not to mention it would be cheap because without knowledge of ACS, the health would just refill entirely anyway.

May 26, 2012, 09:29:54 PM
Reply #216

Offline DarkAura

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« Reply #216 on: May 26, 2012, 09:29:54 PM »
Bumping as usual.
(click to show/hide)
When charging the weapon, the player immediately stops charging and executes it's standing/walking frames like it wasn't charging. The HUD will still appear charging, playing the charge sound effect, and the ACS for changing the player's colors still function. However, the one ACS_Execute in the last 3 make the player the standard MegaBuster colors intead of the original SuperAdaptor color.

The "RouletteSoundCheck" is set up so that the sound is supposed to play every three cycles, but does not.

Since I know minimal about making sophistocated weaponry such as this, I've no clue how to bludgeon it into working.

"Any idea what i did wrong...besides everything?"

May 27, 2012, 04:46:45 AM
Reply #217

Offline Hallan Parva

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Re: The "How do I make a weapon do that?" thread
« Reply #217 on: May 27, 2012, 04:46:45 AM »
I don't have an answer right now, but I just wanted to stop by and say how much I love you right now. :p


I'll take an in-depth look a little later.

June 01, 2012, 03:41:31 AM
Reply #218

Offline DarkAura

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Re: The "How do I make a weapon do that?" thread
« Reply #218 on: June 01, 2012, 03:41:31 AM »
And I am back here again.

Is it possible to make it so a "consumable" item such as Tango and the Rush items cannot be picked up if that person has a specific item/flag in his inventory?

June 01, 2012, 04:15:49 AM
Reply #219

Offline Ukiyama

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Re: The "How do I make a weapon do that?" thread
« Reply #219 on: June 01, 2012, 04:15:49 AM »
Since copy wep classes can do it in Class mods I dont see why not, spoiler has example


(click to show/hide)

June 02, 2012, 11:52:30 PM
Reply #220

Offline Hilman170499

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Re: The "How do I make a weapon do that?" thread
« Reply #220 on: June 02, 2012, 11:52:30 PM »
You know weapons that spread in 3 directions. How do you do that? (Not referring to Thunder Beam) I also want to know how to make chargeable weapons.

June 03, 2012, 05:37:51 AM
Reply #221

Offline Russel

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Re: The "How do I make a weapon do that?" thread
« Reply #221 on: June 03, 2012, 05:37:51 AM »
Chargeable weapons are not hard they're just confusing, I will not explain them here...

But shots can be fired at any angle

A_FireCustomMissile("MissileName", angle[indegrees], useammo[1 for yes, 0 for no], spawn horizontal[8BDM usually uses 8], spawn height[usually 0])

June 03, 2012, 04:02:09 PM
Reply #222

Offline Hilman170499

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Re: The "How do I make a weapon do that?" thread
« Reply #222 on: June 03, 2012, 04:02:09 PM »
Thanks. At first, I did not understand some parts but I studied them through SlumpEd.

June 03, 2012, 04:26:37 PM
Reply #223

Offline BiscuitSlash

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Re: The "How do I make a weapon NOT do that?" thread
« Reply #223 on: June 03, 2012, 04:26:37 PM »
Got a bit of a problem here. It's a charging weapon and it works similar to proto buster and another charging weapon I made, but there's a little problem. Whenever the player fires 2 normal shots quickly, the weapon seems to fault and stop working in a way that you can't do anything more until you die.
(click to show/hide)

June 03, 2012, 11:17:38 PM
Reply #224

Offline Korby

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Re: The "How do I make a weapon do that?" thread
« Reply #224 on: June 03, 2012, 11:17:38 PM »
Why do you have it jump to Hold instead of Noammo when they have no ammo? I don't know if that's causing any problems, but it seems kind of weird.