DuduCrazy's Guns SE (Special Edition)

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Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Mmm, personally I like it. Then again, that's just me. <:|
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DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

Updates:

- Removed the G36 and added the Auto Shotgun from Turok: Dinosaur Hunter. same weapon from "Just a Strife Mod" but with a slightly different behaviour.

- New Weapon Added: Grenade Launcher (from Imagination World).

oh, and i'm having a issue with the Grenade Launcher i've just added. when i fire, if the grenades don't hit anybody, they just bounce around and nothing else! here's the weapon and the grenade code:

Grenade Launcher code:

Code: Select all

ACTOR Akmgrenadelauncher : Weapon
{
   Inventory.PickupSound "misc/w_pkup"
   Inventory.PickupMessage "AKM-1090 Grenade Launcher"
   Weapon.AmmoType "Grenades"
   Weapon.AmmoGive 6
   Weapon.AmmoUse 1
   +NOAUTOFIRE
   States
   {
   Spawn:
      GLNC A -1
      Loop
   Ready:
      GRLA A 1 A_WeaponReady
      Loop
   Deselect:
      GRLA A 1 A_Lower
      Loop
   Select:
      GRLA A 1 A_Raise
      Loop
   Fire:
      GRFR A 0 A_Light1
      GRFR A 0 A_PlayWeaponSound("weapons/gllaunch")
      GRFR A 1 BRIGHT A_FireCustomMissile("Grenade",0,1,1,2)
      GRFR B 0 A_Light2
      GRFR B 1 Bright
      GRFR C 0 A_Light0
      GRFR C 0 A_Recoil(4)
      GRLA BC 1
      GRLA DE 1
      GRLA FG 1
      GRLA GF 1
      GRLA ED 1
      GRLA CB 1
      GRLA A 1
      Goto Ready
   }
}
Grenade code:

Code: Select all

ACTOR Grenade 
{
	Speed 55
	Height 8
	Radius 8
	Damage 100
                Mass 9
	ExplosionDamage 170
	ExplosionRadius 160
               +DOOMBOUNCE
               -NOGRAVITY
                RenderStyle NORMAL
	SeeSound "weapons/grenadebounce"
	DeathSound "weapons/grenadeexplode"
	PROJECTILE
	States
	{
	Spawn:
               GRND A 1 Bright
               Loop
               Death:
              EXP3 A 1 BRIGHT A_Explode
              EXP3 BCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
              Stop
      } 
}
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TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
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Post by TheDarkArchon »

Try using this:

Code: Select all

ACTOR Grenade 
{
	Speed 55
	Height 8
	Radius 8
	Damage 100
                Mass 9
        Reactiontime (seconds without hitting anything before explosion)
	ExplosionDamage 170
	ExplosionRadius 160
                RenderStyle NORMAL
	SeeSound "weapons/grenadebounce"
	DeathSound "weapons/grenadeexplode"
	PROJECTILE
               +HEXENBOUNCE
               - NOGRAVITY
	States
	{
	Spawn:
               GRND A 35 Bright A_Countdown
               Loop
               Death:
              EXP3 A 1 BRIGHT A_Explode
              EXP3 BCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
              Stop
      } 
}
Obviously, fill in the (seconds without hitting anything before explosion) yourself. This will determine how lond the grenade takes to detonate providing it collides with nothing else during that time.
Last edited by TheDarkArchon on Tue Feb 07, 2006 23:09, edited 2 times in total.
User avatar
DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

ok. i done that. but i forgot to tell that the weapon is also behaving like a rocket launcher. for the firing animation, i used A_FireCustomMissile.
the normal would be after firing, the grenade should fall to the ground, then bounce until explode.
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TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

I've edited my post.
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