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Author Topic: The "How do I make a weapon do that?" thread  (Read 91840 times)

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August 03, 2013, 10:43:11 PM
Reply #435

Offline <geminibro>

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Re: The "How do I make a weapon do that?" thread
« Reply #435 on: August 03, 2013, 10:43:11 PM »
How do i make a chained projectile?

August 04, 2013, 09:42:35 AM
Reply #436

Offline Korby

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Re: The "How do I make a weapon do that?" thread
« Reply #436 on: August 04, 2013, 09:42:35 AM »
are you referring to a weapon like duo fist?

if not, you'll have to be a bit more specific

August 04, 2013, 12:33:47 PM
Reply #437

Offline Russel

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Re: The "How do I make a weapon do that?" thread
« Reply #437 on: August 04, 2013, 12:33:47 PM »
Quote from: "Colonel ServBot"
How do I do that?
And whats a Parameter in this engine. Also, I'm sorry if this all sounds Noob-Tier. I'm just an idiot who knows nothing about Decorate or ACS.

+SEEKERMISSILE on the projectile's properties block and only the first two parameters work on this function in Zandronum. [A_SeekerMissile]
Also, just so you know, A_SeekerMissile is not the most reliable seeking code out there.
And idiots don't ask questions. You're trying to learn a whole new language here. It's natural to not know everything from the start, so no need to apologize.

Quote from: "<geminibro>"
How do i make a chained projectile?
As Korby said, you will need to specify. When I first read this question, the first thing to come to mind was the LoreShot from Strife, which just leaves a chain of visual actors behind it in the same way as Gemini Laser.

August 07, 2013, 12:31:25 AM
Reply #438

Offline Megaman94

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Re: The "How do I make a weapon do that?" thread
« Reply #438 on: August 07, 2013, 12:31:25 AM »
What makes the player move backwards when they fire hard knuckle? I want to remove that for my weapon.
(click to show/hide)
EDIT: I get Script error, "OC Weapons.pk3:custom/weapons/superpunch.txt" line 70:
Missing token (unexpected end of file)." when I try to test my weapon on a map.
(click to show/hide)

August 07, 2013, 02:39:29 AM
Reply #439

Offline Russel

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Re: The "How do I make a weapon do that?" thread
« Reply #439 on: August 07, 2013, 02:39:29 AM »
Ok, first.
Spoiler your code...kthanks.

Second, the line that calls A_ChangeVelocity(-9, 0, 0, CVF_RELATIVE, CVF_REPLACE) is what controls the recoil.

Also "missing token" just means you forgot a closing brace at the end of your code somewhere.

August 07, 2013, 03:43:47 AM
Reply #440

Offline Megaman94

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Re: The "How do I make a weapon do that?" thread
« Reply #440 on: August 07, 2013, 03:43:47 AM »
Now I am getting "Script error, "OC Weapons.pk3:custom/weapons/superpunch.txt" line 32:
"fire" is an unknown actor property"

And, according to Doombuilder it is called Hard Knuckle, not the name I gave it... :|

August 07, 2013, 08:15:01 AM
Reply #441

Offline Korby

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Re: The "How do I make a weapon do that?" thread
« Reply #441 on: August 07, 2013, 08:15:01 AM »
You have a right bracket under your select state and above your fire one.

Are your mod with doom builder? Also, your DoomED number is the same as Hard Knuckle's, so doom builder probably won't like the idea of having both of them.

August 07, 2013, 05:10:42 PM
Reply #442

Offline Megaman94

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Re: The "How do I make a weapon do that?" thread
« Reply #442 on: August 07, 2013, 05:10:42 PM »
Where would I find "HARDSI"?  :?

EDIT: What controls the amount of damage  for hard knuckle?

August 08, 2013, 04:03:57 PM
Reply #443

Offline Korby

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Re: The "How do I make a weapon do that?" thread
« Reply #443 on: August 08, 2013, 04:03:57 PM »
Code: [Select]
graphic HARDSI, 30, 30
{
   XScale 2.0
   YScale 2.0
   Patch WEAPT0, 0, 0
}

HARDSI as defined in the Textures lump.
It's basically WEAPT0, Hard Knuckle's weapon token icon, positioned under the ammo bar.

Code: [Select]
actor HardKnuckle
{
PROJECTILE
scale 2.5
damagetype "HardKnuckle"
Speed 38
Radius 12
Height 10
Damage (70)
States
{
Spawn:
HARD A 3
loop
Death:
MMFX BCDE 2
stop
}
}

Damage (70) is where the Hard Knuckle damage is defined on the projectile.

August 08, 2013, 10:31:55 PM
Reply #444

Offline Megaman94

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Re: The "How do I make a weapon do that?" thread
« Reply #444 on: August 08, 2013, 10:31:55 PM »
Quote from: "Korby"
Code: [Select]
actor HardKnuckle
{
PROJECTILE
scale 2.5
damagetype "HardKnuckle"
Speed 38
Radius 12
Height 10
Damage (70)
States
{
Spawn:
HARD A 3
loop
Death:
MMFX BCDE 2
stop
}
}

Damage (70) is where the Hard Knuckle damage is defined on the projectile.


I am guessing it is out of 100?

August 08, 2013, 11:44:32 PM
Reply #445

Offline Russel

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Re: The "How do I make a weapon do that?" thread
« Reply #445 on: August 08, 2013, 11:44:32 PM »
Players have 100 health by default, yes.

August 08, 2013, 11:54:14 PM
Reply #446

Offline fortegigasgospel

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Re: The "How do I make a weapon do that?" thread
« Reply #446 on: August 08, 2013, 11:54:14 PM »
Also its just 70, as in no matter the HP, 70 of it will be taken by Hard Knuckle. When resistances are not taken into account.

August 28, 2013, 09:20:34 PM
Reply #447

Offline Hallan Parva

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Re: The "How do I make a weapon do that?" thread
« Reply #447 on: August 28, 2013, 09:20:34 PM »
first of all why isn't this in Help & Editing
second of all why don't we have a "how do I do this, pls help" thread for classes



and third of all, the actual question

is there a simple way to make a custom class ignore the jump cancel script completely
or do I have to punch the jump cancel script in the face to allow for an exception or something

August 28, 2013, 09:28:06 PM
Reply #448

Offline tsukiyomaru0

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Re: The "How do I make a weapon do that?" thread
« Reply #448 on: August 28, 2013, 09:28:06 PM »
Quote from: "SmashBroPlusB"
first of all why isn't this in Help & Editing
second of all why don't we have a "how do I do this, pls help" thread for classes



and third of all, the actual question

is there a simple way to make a custom class ignore the jump cancel script completely
or do I have to punch the jump cancel script in the face to allow for an exception or something
Well, if ACS_Terminate works in Decorate just like ACS_Execute and the like does, you can just make the weapon for the class run this. No?

August 28, 2013, 09:32:42 PM
Reply #449

Offline Russel

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Re: The "How do I make a weapon do that?" thread
« Reply #449 on: August 28, 2013, 09:32:42 PM »
Easiest way to my knowledge:
Modify the script directly by checking for an item given on spawn

EDIT: This gives me an idea for a suggestion for the core. Thank you.
EDIT 2: Lost all motivation to make it, so nevermind~
I'll just ask Mess to move the script over, since that's going to happen anyway.
Predicted Scenario:
Lego: Mess, please move the jump cancelling script over to the new WCOLORS file please.
Messatsu: What!? Why?
Lego: Because people mod it for double jumps and some weird jump mechanics.
Messatsu: Nooooo......

. . . . . . . Like the visual suggestions I made to the &Bass weapons to make the more flashy and 3D-like because everything ever is just flat sprites on a fixed animation.
Which I will most likely have to make into a mod that won't ever get played anyway because it will never make it to core with Mess sitting there.