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Telemassacre

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About Telemassacre

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  1. ima go get something out the door, just you wait
  2. I need help adding a custom model made in blender to GZDoom. It won't load and i don't know what i'm doing wrong. I get the error message "DeadTree1 at (64.0, 4192.0) has no frames", despite the model, Modeldef and the Decorate matching up. MODELDEF: Model "DeadTree1" { Path "models" Model 0 "deadtree1.md3" Skin 0 "wood.png" Scale 1 1 1.2 Offset 0 0 0 AngleOffset 90 FrameIndex DTRE A 0 0 } DECORATE: ACTOR DeadTree1 16001 { Radius 24 Height 128 ProjectilePassHeight -16 +SOLID States { Spawn: DTRE A -1 Stop } } I use Blender 2.66a with the MD3 Export tool. This is what the Object Paths look like: If you ask me, i might be able to provide the model/wad (it's a very early beta, so i should have no problem sharing it.)
  3. i'm not listening to anything right now, but i usually listen to The Official Podcast
  4. also here's the videos that shitass1-2 were created for
  5. Postal 2: Paradise lost and Half Life 2: Episode 1
  6. I've been meaning to do this for a while. I've basically compiled all the wads i've created, but never finished/don't care to release. download link Feel well more than free to ask questions down below.
  7. Hi there. I'm Telemassacre and i wanted to write this. So let's make a basic reloadable pistol. But before we do that, we need to create 2 new ammo types. Actor PistolAmmo : Ammo // collectable reserve ammo { Inventory.PickupMessage "Picked up a clip." Inventory.Amount 15 Inventory.MaxAmount 150 Ammo.BackpackAmount 15 Ammo.BackpackMaxAmount 300 Inventory.Icon "PMAGA0" +IGNORESKILL // added for realism, you can remove this if you want to States { Spawn: PMAG A -1 Stop } } Actor PistolClip : Ammo // clip ammo { Inventory.MaxAmount 15 // clip size of pistol Inventory.Icon "PMAGA0" +IGNORESKILL } Now we can add our pistol. ACTOR Glock17 : Weapon { Weapon.AmmoType "PistolClip" // What will actually be fired Weapon.AmmoUse 1 Weapon.AmmoGive 15 // It is generally a good idea to give players a whole clip Weapon.AmmoType2 "PistolAmmo" // The ammo type you collect in the world and store as reserve Tag "Pistol" +WEAPON.NOAUTOFIRE // Lets us make this pistol semi-automatic -- not needed +WEAPON.AMMO_CHECKBOTH // Lets you select the pistol with reserve ammo and none in the clip For the sake of simplicity, I have omitted other states that do not require special tags for this reload technique. States { Ready: PISG A 1 A_WeaponReady(WRF_ALLOWRELOAD) // Allows us to actually reload the pistol [default bind is R] Loop Fire: PISG A 0 A_JumpIfInventory("PistolClip",1,1) // Makes sure you have clip ammo before firing Goto Ready PISG B 2 A_FirePistol PISG C 2 A_Spawnitemex("BulletCasing",0,0,37,random(8,1),-6,random(5,8),270) Goto Ready Reload: PISG A 0 A_JumpIfInventory("PistolAmmo",1,1) // Makes sure you have reserve ammo before reloading Goto Ready PISG D 2 // reload animation PISG E 2 A_PlayWeaponSound("pistol/reload1") PISG F 2 A_PlayWeaponSound("pistol/reload6") PISG GHIJ 4 PISG K 4 A_PlayWeaponSound("pistol/reload2") PISG L 4 A_PlayWeaponSound("pistol/reload3") PISG ED 2 ReloadCalc: // Does the actual calculations for reloading PISG A 0 A_JumpIfInventory("PistolClip",15,"Ready") // Makes sure you have less than the max clip size [this weapon has it set to 15] PISG A 0 A_JumpIfInventory("PistolAmmo",1,1) // Makes sure you have reserve ammo before calculating Goto Ready PISG A 0 A_TakeInventory("PistolAmmo",1) // Takes reserve PISG A 0 A_GiveInventory("PistolClip",1) // Gives clip Goto ReloadCalc // loops until the clip is full } } So i hope you understand this tutorial, i just really wanted to make this to show you all my way of reload code.
  8. doom rtx + smoothdoom + hd doom sfx + hd doom music
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