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Can you please do it when you have time, your weapons mod is cool and I'd love to use it more for wad playthroughs.
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Would you be able to make projectiles auto aim?
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Hi, Plasma rifle projectiles, BFG projectiles and rockets don't autoaim. It's a deal breaker to people who play without mouseaim. The guns feel really impactful though and I would 100% use this mod for playthroughs.
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I'll attach a screenshot of a_railattack and a_customrailgun to illustrate what I mean. Image 2 is with a_customrailgun on, it doesn't fire the helix beam at all, also doesn't consume ammo and doesn't do damage, also I think it's not playing the attack sound correctly. It does autoaim though.
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yep - absolutely right, I left a space there and didn't see it. Thanks for the sanity check. While this works, I noticed that all railgun type weapons do little to no damage now. I think the a_railattack function could be tied to something else that I didn't amend alongside changing it to a_customrailgun. *edit* I also noticed that while the attack targets monsters when I use a_customrailgun, it doesn't use the projectile beam alongside not doing damage. Weapon goes through it's firing animation but there's no projectile. Does a_customrailgun need to be somehow referred to the projectile in Slade? I'll post the code here: Fire: RLGN F 0 RLGN G 0 A_GunFlash // RLGN G 0 A_Recoil(1) RLGN G 1 A_PlaySound("weapons/railgunfire", CHAN_WEAPON, 0.1, 0, ATTN_NORM) RLGN G 0 A_FireCustomMissile("DummyProjectile3", 0, 0, 0, 0, 0, 0) RLGN G 1 A_FireCustomMissile("RailGunPlasmaHit", 0, 0, 0, 0, 0, 0) RLGN G 4 a_customrailgun(200, 0, 1, "AD FF 2F", "98 FB 98", RGF_FULLBRIGHT) RLGN H 3 RLGN F 0 A_PlaySound("weapons/railcharge", CHAN_BODY, 0.8, 0, ATTN_NORM) RLGN FEDCBA 3 RLGN BCDEF 2 RLGN F 0 A_ReFire RLGN F 0 A_PlaySound("weapons/railready", CHAN_BODY, 1, 0, ATTN_NORM) Goto Ready Flash: TNT1 A 2 BRIGHT A_Light2 TNT1 A 2 BRIGHT A_Light1 TNT1 A 2 BRIGHT A_Light0 Goto LightDone } } ACTOR RailGunPlasmaHit : FastProjectile 9915 { Projectile Radius 4 Height 4 Damage 0 Speed 250 RenderStyle Add Alpha 0.75 Scale 1.10 SeeSound "Null" DeathSound "Null" +NOINTERACTION +NONSHOOTABLE +NODAMAGETHRUST +RANDOMIZE +DONTSPLASH States { Spawn: TNT1 A 1 Loop Death: RLGX ABCDE 3 BRIGHT Stop
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Hi, thanks for responding. I tried replacing a_railattack with a_customrailgun and now I'm getting an error message like this in GZDoom: Execution could not continue. Script error, "zagemod.pk3:decorate.txt" line 18922: Invalid parameter 'a_customrailgun' What it looks like in Slade: TNT1 A 0 A_ CustomRailgun(100, 0, 1, "00 00 FF", "FF FF FF",RGF_SILENT,0,"RailPuff2",0,0,0,35) it seems like it's not recognising the name. What have I done wrong here?
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Hi, The question that I'm about to ask has been asked before but not necessarily for the same purpose. I play Doom on my phone exclusively via OpenTouch. Because of this I always have freelook off and autoaim on. Now, if I use a weapons mod that has a railgun type weapon (like Karnage Legacy or Zagemod - a few classes have railgun/laser/beam style weapons), there is no vertical autoaim. This results in situations that become unbeatable - for example - only having ammo for a railgun type weapon and loads of enemies at elevated places. So my question is - is there a way for a complete novice to open up a weapons mod in Slade and add a line of code that would enable vertical autoaim easily? I've only recently even begun to experiment with Slade, and I am a total novice with no experience. Most I've done so far is change weapon damage numbers. If that's not an option - is there anything else I should do/try? I play on my phone due to how portable it is. Doom/Doom 2 is one of my favourite games and I've played it many times on a proper PC many times before. I just don't have this luxury at the moment. TL;DR - Can I make railgun weapons auto aim via Slade? Thanks
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Nice, thank you for this !
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Thanks for putting this together, it works mostly fine unless I pick up a chainsaw - it breaks the game. I checked the weapons with idkfa and the chainsaw is not there by default it seems.
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I'd like to be able to use those weapons somehow to play other random map packs. Is it possible to do so?
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Supercharge [gameplay mod | v3.0b 07/16/23 multiplayer fix]
Doman replied to Tango's topic in Mods & Resources
Hi, congrats on release of v2.9. I first became aware of this awesome mod when I tried Come Eat The Mapwich 2. I have a question - I use Delta Touch 4.7.2 which emulates GZDoom 4.8.2. I can't seem to get the additional weapons / enemies to appear in wads when I use Supercharge. It only changes vanilla weapons and enemies with no of the extended arsenal / bestiary appearing. For example, I only see normal cyberdemons, only one type of archvile, no tortured soul enemy, chaingunners have blue skins but only ever drop the assault rifle and not the minigun (that's been added in v2.9) and so on. I never see the scrap gun or stomper appear in maps. Sorry for the super long post. But am I missing something? I tried multiple wads, like Nova which I am playing through now. Could it specifically be a Delta Touch issue? *edit* - completely missed the ultra randomized difficulty note. Will try it and see.