Marty's Mod Journal

In this forum, you can start an ongoing development diary detailing the progress on your latest mods in progress.

Moderator: wildweasel

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Marty Kirra
Posts: 364
Joined: Sat Jul 09, 2005 4:25

Post by Marty Kirra »

Gauntlet o' Fun!
*Not sure what I want has a starting weapon. I added in the "Break-Action Handcannon"...I am wondering if I should use that for the starting weapon...
*Dusty Shotgun STILL being worked on.
*Began Concepts for the "7|-|3 |)4|2|< 4|2C|-|0|\| Cannon" Can you guess what that says?
I am thinking of a better name though.
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Phobus
Posts: 227
Joined: Sat Sep 03, 2005 11:48
Location: Orpington, Kent, England

Post by Phobus »

The Dark Archon Cannon?
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ellmo
DRD Team Admin (Inactive)
Posts: 237
Joined: Thu Jun 30, 2005 13:30
Location: Poland, Poznan

Post by ellmo »

Dark Archons don't have cannons! They only have Maelstorm, Feedback and Mind Control...

Oh yes... and thoughts in chaos...
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TheDarkArchon
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Location: What's that fucking smell

Post by TheDarkArchon »

I feel loved :mrgreen:
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Chronoteeth
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Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Woot! Sounds great marty!
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Marty Kirra
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Joined: Sat Jul 09, 2005 4:25

Post by Marty Kirra »

I don't really play StarCraft, so I wouldn't know. I will post a picture of the hand-cannon in action in a little bit.
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Chronoteeth
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Post by Chronoteeth »

Oh, if it helps, Thats a dark archon.
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Marty Kirra
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Joined: Sat Jul 09, 2005 4:25

Post by Marty Kirra »

Gaunlet o' Fun

Ok guys! I am going to put up a current version of the mod, but here's the problem. I added the fists yesterday(again) after WildWeasel told me how to sequence the fists. now the mod crashes right when you get to select your difficulty.

I will post two versions, the public beta #1, which is the one Soultaker, TDA, and Chrono got. The second will be Debug Release #1, which is more recent, but doesn't work for the reasons posted above. After the bug is fixed, I will try to update my mod journal has much has I can. Thanks guys, and good luck!

http://rapidshare.de/files/7537692/Gaun ... 1.zip.html
Gaunlet o' Fun Beta Release 1


http://rapidshare.de/files/7537788/Gaun ... 1.rar.html
Gaunlet o' Fun Debug Release 1
if it helps, I just recently added the new fists(like I said above.) so most likely, the problems there.
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TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell

Post by TheDarkArchon »

FSGLOBAL lump:

Code: Select all

[scripts]



script 1
{
   if (!checkinventory(0, "QuestItem1",1))
   {
      takeinventory(0, "Fist");
      takeinventory(0, "Pistol");
      giveinventory(0, "Flashlight");
      giveinventory(0, "GoldenBullets", 10);
      giveinventory(0, "Streetfighting");
      giveinventory(0, "Machinegun");
      giveinventory(0, "Clip", 200);
      setweapon(0, "Machinegun");
      giveinventory(0, "QuestItem1");
   }
}
startscript(1); 
and your fists (bad jump offsets):

Code: Select all

ACTOR Streetfighting : Weapon
{
   Weapon.SelectionOrder 10
   +MELEEWEAPON
   +NOALERT
   Inventory.PickupSound "misc/w_pkup"
   Inventory.PickupMessage "You picked up your fists?"
   AttackSound "weapons/meleefisthit"
   Weapon.AmmoUse1 0
   Weapon.AmmoUse2 0
   Scale 0.5
   Weapon.SisterWeapon KnuckleDustersNormal
   States
   {
   Ready:
      PCHG A 1 A_WeaponReady
      Loop
   Deselect:
      PCHG A 0 A_TakeInventory("FistSeq",2)
      PCHG A 1 A_Lower
   Select:
      PCHG A 1 A_Raise
      Loop
   Fire:
      PCHG A 0 A_JumpIfInventory("FistSeq",2,24)
      PCHG A 0 A_JumpIfInventory("FistSeq",1,11)
      PCHG AB 1
      PCHG C 1 A_CustomPunch(4, 0, 0, "Puff")
      PCHG D 2 A_PlaySound("weapons/meleefistmiss")
      PCHG EDCBA 1
      PCHG A 0 A_GiveInventory("FistSeq",1)
      Goto Ready
      PCHG A 1
      PCHG IJ 1
      PCHG K 1 A_CustomPunch(6, 0, 0, "Puff")
      PCHG L 2 A_PlaySound("weapons/meleefistmiss")
      PCHG MNOPQ 2
      PCHG R 1
      PCHG A 0 A_GiveInventory("FistSeq",1) 
      Goto Ready
      HYMG ABC 2
      HYMG D 7
      HYMG CBAEFG 1
      HYMG H 1 A_CustomPunch(13, 0, 0, "Puff")
      HYMG I 6 A_PlaySound("weapons/haymakermiss")
      HYMG HGF 1
      HYMG E 1
      HYMG DCBA 1
      HYMG A 0 A_TakeInventory("FistSeq",2)    
      Goto Ready
   }
}
Also, "Streetfighting" referred to in the KEYCONF lump and "Flashlight" and "GoldenBullets" don't exist (I assume they're to be added)
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Marty Kirra
Posts: 364
Joined: Sat Jul 09, 2005 4:25

Post by Marty Kirra »

TDA, does the mod work for you after those fixes? To me it isn't.
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TheDarkArchon
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Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell

Post by TheDarkArchon »

What's broken?
Inuyasha_989
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Joined: Sun Sep 04, 2005 3:05

Post by Inuyasha_989 »

It gets a fatal error after starting the game (selecting the difficulty level).

Crash report enclosed.
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TheDarkArchon
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Location: What's that fucking smell

Post by TheDarkArchon »

After adding my fixes, it works for me

Image
Inuyasha_989
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Joined: Sun Sep 04, 2005 3:05

Post by Inuyasha_989 »

What did you have to fix?
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TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell

Post by TheDarkArchon »

add a semicolon to the GoldenBullets line in FSGLOBAL, change the jump offsets in to 24 and 11 in the Streetfighting weapons A_JumpIfInventory action and replace ComboPunch with Streetfighting in the KEYCONF lump

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