Mortarion's journal (Forsaken- Still alive with proof!)
Moderator: wildweasel
- Mortarion
- Posts: 71
- Joined: Fri Apr 04, 2008 13:05
- Location: An empty city somewhere
- Contact:
Mortarion's journal (Forsaken- Still alive with proof!)
SEE LAST POST FOR UPDATE
well, I thought I'd place these somewhere, so here we are!
my stuff is just rehanded other things, but it keeps me sane to do these things...
so, use if you want (credit as usual)
(DL removed, PM for reupload)
well, I thought I'd place these somewhere, so here we are!
my stuff is just rehanded other things, but it keeps me sane to do these things...
so, use if you want (credit as usual)
(DL removed, PM for reupload)
Last edited by Mortarion on Thu Apr 08, 2010 7:51, edited 9 times in total.
It's Arma-goddamn-M*****ing-geddon.
- Mortarion
- Posts: 71
- Joined: Fri Apr 04, 2008 13:05
- Location: An empty city somewhere
- Contact:
oh, just saw this in my folders, heres the blood spray can with doom hands(no idea why i did this though)
(DL removed, PM for reupload)
(DL removed, PM for reupload)
Last edited by Mortarion on Tue Oct 14, 2008 0:09, edited 1 time in total.
It's Arma-goddamn-M*****ing-geddon.
- Mortarion
- Posts: 71
- Joined: Fri Apr 04, 2008 13:05
- Location: An empty city somewhere
- Contact:
Here is a 9mm pistol(from some cs mod I think, but with doom hands)
and a mauser pistol(same mod, I think, doom hands as usual)
and some other random stuff(from black, heretic, firearms, wrw and me
give creds as usual
+EDIT+ I see downloads, but no coments!
maybe I'm just bored.
Or Am I?
and a mauser pistol(same mod, I think, doom hands as usual)
and some other random stuff(from black, heretic, firearms, wrw and me
give creds as usual
+EDIT+ I see downloads, but no coments!
maybe I'm just bored.
Or Am I?
- Attachments
-
- mtguns.zip
- all in one wad file
- (127.85 KiB) Downloaded 359 times
Last edited by Mortarion on Thu Jun 26, 2008 22:30, edited 1 time in total.
It's Arma-goddamn-M*****ing-geddon.
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- Mortarion
- Posts: 71
- Joined: Fri Apr 04, 2008 13:05
- Location: An empty city somewhere
- Contact:
the revolver? from zblud I think...
the red boxes are just random things I put there the width of the doom screen so I keep a sense of scale, that, and sometimes I'm just too lazy to remove 'em., oh well, here's somthing I did last night:
EDIT++ and here is the decorate for it that I did for relinquo:
[spoiler][/spoiler]
the red boxes are just random things I put there the width of the doom screen so I keep a sense of scale, that, and sometimes I'm just too lazy to remove 'em., oh well, here's somthing I did last night:
EDIT++ and here is the decorate for it that I did for relinquo:
[spoiler]
Code: Select all
ACTOR FAOC_MP : weapon 1338
{
Game Doom
Weapon.SelectionOrder 120
Weapon.AmmoType1 "MPmag"
Weapon.AmmoType2 "mprounds"
Weapon.AmmoGive1 0
Weapon.AmmoGive2 50
Weapon.AmmoUse1 1
Weapon.AmmoUse2 0
attacksound "Weapons/mp"
+AMMO_OPTIONAL
Inventory.PickupMessage "You got the machine pistol!"
Obituary "%k turned %o into a fine paste with a machine pistol."
decal bulletchip
States
{
Ready:
STMP A 0 A_JumpIfInventory("Imaccurate", 1, 7)
STMP A 1 A_WeaponReady
STMP A 0 A_JumpIfInventory("MPmag", 50, 2)
STMP A 0 A_JumpIfInventory("Reloadme", 1, "Reload")
STMP A 1 A_WeaponReady
STMP A 0 A_WeaponReady
goto ready
//ACCURATE MODE:
STMP S 0 A_JumpIfInventory("gimmenormal", 1, "ready")
STMP S 1 A_WeaponReady
STMP S 0 A_JumpIfInventory("MPmag", 50, 2)
STMP S 0 A_JumpIfInventory("Reloadme", 1, "Reload")
STMP S 1 A_WeaponReady
STMP S 0 A_WeaponReady
goto ready + 8
Deselect:
STMP A 1 A_Lower
Loop
Select:
STMP A 1 A_Raise
Loop
Fire:
STMP A 0 A_JumpIfNoAmmo("Thinkaboutit")
STMP A 0 A_JumpIfInventory("Imaccurate", 1, "goodfire")
STMP B 3 A_FireBullets(9, 7, 1, 8, "bulletpuff", 1,0)
STMP A 0 A_ReFire
Goto Ready
goodFire:
STMP S 0 A_JumpIfNoAmmo("Thinkaboutit2")
STMP T 3 A_FireBullets(2, 2, 1, 14, "bulletpuff", 1,0)
STMP UVU 3//gad that looks weird
Goto Ready
Thinkaboutit:
STMP A 4 A_PlaySound("Pistol/Dryfire")
Goto Ready
Thinkaboutit2:
STMP S 4 A_PlaySound("Pistol/Dryfire")
Goto Ready + 8
Hold:
STMP A 0 A_JumpIfNoAmmo("Thinkaboutit")
STMP B 3 A_FireBullets(9, 9, 1, 8, "bulletpuff", 1,0)
STMP A 0 A_JumpIfNoAmmo("Thinkaboutit")
STMP C 3 A_FireBullets(6, 5, 1, 8, "bulletpuff", 1,0)
STMP A 0 A_ReFire
Goto Ready
AltFire:
STMP A 0 A_jumpifInventory("Imaccurate",1,"normalfire")
STMP A 0 A_giveInventory("Imaccurate",1)
STMP A 0 A_takeInventory("gimmenormal",1)
STMP PQRS 3
Goto Ready
normalfire:
STMP A 0 A_jumpifInventory("gimmenormal",1,"altfire")
STMP A 0 A_giveInventory("gimmenormal",1)
STMP A 0 A_takeInventory("imaccurate",1)
STMP SRQP 3
Goto Ready
Flash:
STMP A 1 Bright A_Light1
Goto LightDone
STMP B 1 Bright A_Light1
Goto LightDone
Reload:
STMP A 1
STMP A 0 A_JumpIfInventory("MPmag", 50, "Ready")
STMP A 0 A_JumpIfInventory("MPROUNDS", 1, 1)
Goto Ready
STMP D 3 A_PlaySound("mp/out")
STMP EFGHIJK 3
ReloadWorking:
STMP A 0 A_TakeInventory("MPROUNDS", 1)
STMP A 0 A_GiveInventory("MPmag", 1)
STMP A 0 A_JumpIfInventory("MPmag",50,2)
STMP A 0 A_JumpIfInventory("MPROUNDS",1,2)
STMP A 0
Goto ReloadFinish
STMP A 0
Goto ReloadWorking
ReloadFinish:
STMP L 3 A_PlaySound("mp/in")
STMP MNO 3
Goto Ready
Spawn:
MACH A -1
Stop
}
}
ACTOR MPmag : Ammo
{
//$Category hiddenammo
Inventory.MaxAmount 50
Inventory.Icon MACHA0
}
// PistolClip --------------------------------------------------------------------
ACTOR MPROUNDS : ammo replaces clipbox
{
Game Doom
Inventory.PickupMessage "Picked up a 12mm clip"
Inventory.Amount 50
Inventory.MaxAmount 500
Ammo.BackpackAmount 50
Ammo.BackpackMaxAmount 500
Inventory.Icon "MCH3A0"//for now
States
{
Spawn:
MACH A -1
Stop
}
}
ACTOR Imaccurate : PuzzleItem
{
- INVBAR
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.PickupMessage "You, sir, are a jackass"
}
ACTOR gimmenormal : PuzzleItem
{
- INVBAR
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.PickupMessage "It is Illegal to crap in garden shubs from the hours of 5pm to 5am. Thankyou."
}
actor MPaltpickup : CustomInventory 1340 //different looking pickup a military base type-thing-setting
{
Game Doom
SpawnID 133
Inventory.MaxAmount 5
Inventory.Icon "MCH3A0"
inventory.pickupmessage "You got the machine pistol!"
inventory.pickupsound "Misc/W_pickup"
+FLOORCLIP
-INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
MCH3 A 10
loop
pICKUP:
TNT1 A 0 A_GiveInventory("FAOC_MP")
stop
}
}
- Attachments
-
- MACHINE PISTOL.zip
- machine pistol based off somthing from firearms, andold CS mod.
I also made a decorate for it giving it two different firing modes(one handed or two) but I cant pull it out of the wad atm(at school, no xwe here lol) - (178.42 KiB) Downloaded 249 times
It's Arma-goddamn-M*****ing-geddon.
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- Mortarion
- Posts: 71
- Joined: Fri Apr 04, 2008 13:05
- Location: An empty city somewhere
- Contact:
broomhandle? I thought it was a mauser? lol
anyway, the kalishnakov is modified from black, and my camera died but I might be able to get more shots if there's another way to get hold of ps2 game shots that look clear...
anyway, atm I'm working on a bullpup assault rifle for relinquo's project, but when it's done I'll release here as a resource as well.
think FAMAS size bullpup but nowhere near as f*** ugly.
random thought, with a combination of thing_thrustz, thing_thrust and a small actor to use both in the opposite direction when a player touches it, would't soccer be possible(I'd love to play that multiplayer! )copyright me, you may use the idea provided you credit mortarion, you may also throw cardboard boxes at people from 12th story windows provided no harm comes to the target (C) Mortarion
EDIT!! can anyone tell me whats wrong with this? the swap of fire mode dosent want to work right...
[spoiler][/spoiler][/code]
anyway, the kalishnakov is modified from black, and my camera died but I might be able to get more shots if there's another way to get hold of ps2 game shots that look clear...
anyway, atm I'm working on a bullpup assault rifle for relinquo's project, but when it's done I'll release here as a resource as well.
think FAMAS size bullpup but nowhere near as f*** ugly.
random thought, with a combination of thing_thrustz, thing_thrust and a small actor to use both in the opposite direction when a player touches it, would't soccer be possible(I'd love to play that multiplayer! )copyright me, you may use the idea provided you credit mortarion, you may also throw cardboard boxes at people from 12th story windows provided no harm comes to the target (C) Mortarion
EDIT!! can anyone tell me whats wrong with this? the swap of fire mode dosent want to work right...
[spoiler]
Code: Select all
ACTOR FAOC_MP : weapon 1340
{
Game Doom
Weapon.SelectionOrder 119
Weapon.AmmoType1 "grmag"
Weapon.AmmoType2 "grrounds"
Weapon.AmmoGive1 0
Weapon.AmmoGive2 35
Weapon.AmmoUse1 1
Weapon.AmmoUse2 0
attacksound "Weapons/gr"
+AMMO_OPTIONAL
Inventory.PickupMessage "You got the gauss rifle!"
Obituary "%k gave %o acupuncture Gauss style with a gauss rifle."
decal bulletchip
States
{
Ready:
GSRL A 1 A_WeaponReady
GSRL A 0 A_JumpIfInventory("grmag", 35, 2)
GSRL A 0 A_JumpIfInventory("Reloadme", 1, "Reload")
GSRL A 1 A_WeaponReady
goto ready
Deselect:
GSRL A 1 A_Lower
Loop
Select:
GSRL A 1 A_Raise
Loop
Fire:
GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
GSRL A 0 A_JumpIfInventory("burstfiremode", 1, "burstfire")
GSRL A 0 A_JumpIfInventory("singleshotmode", 1, "singleshot")
GSRL B 3 A_FireBullets(7, 8, 1, 6, "bulletpuff", 1,0)
GSRL A 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
GSRL B 3 A_FireBullets(7, 6, 1, 6, "bulletpuff", 1,0)
GSRL A 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
Goto Ready
burstFire:
GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
GSRL B 3 A_FireBullets(4, 5, 1, 7, "bulletpuff", 1,0)
GSRL B 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
GSRL C 3 A_FireBullets(4, 3, 1, 7, "bulletpuff", 1,0)
GSRL C 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
GSRL B 3 A_FireBullets(4, 6, 1, 7, "bulletpuff", 1,0)
GSRL B 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
GSRL A 12
Goto Ready
singleshotFire:
GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
GSRL B 0 A_jump(127,3)//Random chance of using diff. frame
GSRL B 3 A_FireBullets(3, 2, 1, 9, "bulletpuff", 1,0)
GSRL B 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
GSRL B 3 A_refire
GSRL C 3 A_FireBullets(3, 2, 1, 9, "bulletpuff", 1,0)
GSRL C 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
GSRL C 3 A_refire//to stop the gun firing full auto in this mode
GSRL A 5
Goto Ready
Thinkaboutit:
GSRL A 4 A_PlaySound("Pistol/Dryfire")
Goto Ready
Hold:
GSRL A 10
GSRL A 0 A_ReFire
Goto Ready
AltFire://change fire mode to burst...
SWAP A 0 A_jumpifInventory("Burstfiremode",1,"mode2fire")
SWAP A 0 A_giveInventory("Burstfiremode",1)
SWAP A 0 A_Print("Burst fire")
SWAP A 0 A_takeInventory("fullautomode",1)
SWAP ABCDCBA 3
Goto Ready
MODE2fire://single shot...
SWAP A 0 A_jumpifInventory("singleshotmode",1,"mode3fire")
SWAP A 0 A_giveInventory("singleshotmode",1)
SWAP A 0 A_Print("Single shot")
SWAP A 0 A_takeInventory("Burstfiremode",1)
SWAP ABCDCBA 3
Goto Ready
MODE3fire://full auto.
SWAP A 0 A_jumpifInventory("fullautomode",1,"altfire")
SWAP A 0 A_giveInventory("fullautomode",1)
SWAP A 0 A_Print("Full Auto")
SWAP A 0 A_takeInventory("singleshotmode",1)
SWAP ABCDCBA 3
Goto Ready
Flash:
GSRL A 1 Bright A_Light1
Goto LightDone
GSRL B 1 Bright A_Light1
Goto LightDone
Reload:
GSRL A 1
GSRL A 0 A_JumpIfInventory("grmag", 50, "Ready") // Is the clip already filled?
GSRL A 0 A_JumpIfInventory("grROUNDS", 1, 1) // Does the player have any extra bullets?
Goto Ready
GSRL DEFGHI 3
GSRL J 3 A_PlaySound("gr/out")
GSRL J 0 A_FireCustomMissile("SpentClip3", 3, 0, 5, 0)
GSRL JKLMNOPQRSTU 3// Here is where it starts getting complicated...
ReloadWorking:
GSRL A 0 A_TakeInventory("grROUNDS", 1) // Exchange one spare bullet...
GSRL A 0 A_GiveInventory("grmag", 1) // ... for one bullet in the gun.
GSRL A 0 A_JumpIfInventory("grmag",50,2) // Is the clip filled yet?
GSRL A 0 A_JumpIfInventory("grROUNDS",1,2) // Does the player still have ammo left to put in?
GSRL A 0
Goto ReloadFinish
GSRL A 0
Goto ReloadWorking
ReloadFinish: // Finish the animation.
GSRL V 0 A_PlaySound("gr/in")
GSRL VWXYZ 3
GRSL Z 3 A_PlaySound("gr/tap")
GRS2 ABCDE 2
Goto Ready
Spawn:
GRIF A -1
Stop
}
}
ACTOR grmag : Ammo
{
//$Category hiddenammo
Inventory.MaxAmount 35
Inventory.Icon GRIFA0
}
// Gauss rifle Clip --------------------------------------------------------------------
ACTOR MPROUNDS : ammo 1341
{
Game Doom
Inventory.PickupMessage "Picked up a heavy ferro-mag clip"
Inventory.Amount 35
Inventory.MaxAmount 500
Ammo.BackpackAmount 70
Ammo.BackpackMaxAmount 500
Inventory.Icon "HFERA0"
States
{
Spawn:
HFER A -1
Stop
}
}
ACTOR Burstfiremode : PuzzleItem
{
- INVBAR
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.PickupMessage "[Relinqou] 'wait, when's the weekend again?'"
}
ACTOR singleshotmode : PuzzleItem
{
- INVBAR
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.PickupMessage "[Mortarion] 'shouldnt you be doing somthing?'"
}
ACTOR fullautomode : PuzzleItem
{
- INVBAR
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.PickupMessage "[Sykesc] 'thats all well and good but the room service here is terrible!"
}
actor GRaltpickup : CustomInventory 1342 //different looking pickup a military base type-thing-setting
{
Game Doom
Inventory.MaxAmount 1
Inventory.Icon ""
inventory.pickupmessage "You got the Gauss rifle!"
inventory.pickupsound "Misc/W_pickup"
+FLOORCLIP
-INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
GRI2 A 10
loop
pICKUP:
TNT1 A 0 A_GiveInventory("FAOC_GR")
stop
}
}
It's Arma-goddamn-M*****ing-geddon.
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- Mortarion
- Posts: 71
- Joined: Fri Apr 04, 2008 13:05
- Location: An empty city somewhere
- Contact:
well, I'll give that a go, but atm my current target is an uzi or mac10 with reloading frames (I'm sick of the sw uzi in all it's forms)
so yeah, I'll go do that now...
here's the ar frames
so yeah, I'll go do that now...
here's the ar frames
- Attachments
-
- BULLPUPAR.zip
- Bullpup assault rifle, use as needed, aim away from(your) eyes and face.
credit as usual - (236.45 KiB) Downloaded 256 times
It's Arma-goddamn-M*****ing-geddon.
- Mortarion
- Posts: 71
- Joined: Fri Apr 04, 2008 13:05
- Location: An empty city somewhere
- Contact:
ok, took me a little while longer than expected, but here we are, the smg;
- Attachments
-
- mac10.zip
- Ingram Mac-10, with reloading, credits to firearms again
creds to me as usual - (133.24 KiB) Downloaded 261 times
It's Arma-goddamn-M*****ing-geddon.
- Mortarion
- Posts: 71
- Joined: Fri Apr 04, 2008 13:05
- Location: An empty city somewhere
- Contact:
Here's somthing random, a compact assault rifle, with decorate, keyconf, dummy items, and what have you, here we are
- Attachments
-
- Compactassaultrifle.zip
- Credits
Eriance- the hand from his pistol
firearms- for being so damn cool
id software- for making doom
Me- for the thing in question
corysykes- for nothing(lol) - (97.08 KiB) Downloaded 248 times
It's Arma-goddamn-M*****ing-geddon.
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- Mortarion
- Posts: 71
- Joined: Fri Apr 04, 2008 13:05
- Location: An empty city somewhere
- Contact:
Here's a grenade launcher, and an idea I've had for a while,
I'm currently working on somthing based on the half life RL for relinquo, so I'll release that here when It's done
I'm currently working on somthing based on the half life RL for relinquo, so I'll release that here when It's done
- Attachments
-
- GL.zip
- grenade launchers(only one frame for the second atm tho)
credits++
me
firearms
team fortess(an old-old version) - (103.59 KiB) Downloaded 247 times
It's Arma-goddamn-M*****ing-geddon.
- Mortarion
- Posts: 71
- Joined: Fri Apr 04, 2008 13:05
- Location: An empty city somewhere
- Contact:
- MartinHowe
- Posts: 154
- Joined: Tue Aug 30, 2005 22:07
- Location: Waveney, United Kingdom