[SUBMISSION] B.R.P.S
- Robot J
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- Wraith
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4 years 6 months ago #11
by Robot J
Replied by Robot J on topic [SUBMISSION] B.R.P.S
Done!
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- Gothic
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4 years 6 months ago #12
by Gothic
Replied by Gothic on topic [SUBMISSION] B.R.P.S
No need to include me in the credits, you didn't use my edit.
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- JohnCook1994
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4 years 6 months ago #13
by JohnCook1994
Replied by JohnCook1994 on topic [SUBMISSION] B.R.P.S
Can I publish this to the Armory Repository?
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- Blue Shadow
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4 years 5 months ago #14
by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] B.R.P.S
You can, but only after a couple of minor changes are made by the author: the editor number and weapon slot assignment should be removed. It's up to the modder to set those.
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- JohnCook1994
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4 years 5 months ago #15
by JohnCook1994
Replied by JohnCook1994 on topic [SUBMISSION] B.R.P.S
@robot j , I have a favor to ask you. Could you remove the editor number/slot assignment, please? You don't have to if you think it's good. Thank you
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- Gothic
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4 years 5 months ago #16
by Gothic
Replied by Gothic on topic [SUBMISSION] B.R.P.S
I agree with the editor number, but the weapon slot number should stay, it's very convenient for testing, instead of using the "use" command, which doesn't work sometimes. It's easy to change too.
Another problem is that the sound calling functions should be replaced with A_StartSound, because their functionality is much better. It should look like this:
The slot 7 is where all the weapon sounds play, so when it fires, it stops the huming noise and plays the firing sound instead, and if you die while using the weapon, it stops instead of keep playing the sound.
And this is a personal opinion, but the projectile should have a more interesting look, instead of just being a red ball that explodes. I was messing with the actor and added trails and other effects:
Fancy to look interesting, but also simple, so it fits with the classic arsenal. If you are interested, here's the code I used:
And the sprites I used:
Another problem is that the sound calling functions should be replaced with A_StartSound, because their functionality is much better. It should look like this:
Code:
States
{
ready:
BFPS A 1 A_weaponready
TNT1 A 0 A_StartSound("BRPS/idle",7,CHANF_LOOPING)
BFPI A 1 A_weaponready
BFPI B 1 A_weaponready
BFPI C 1 A_weaponready
BFPI D 1 A_weaponready
BFPI E 1 A_weaponready
BFPI F 1 A_weaponready
BFPI G 1 A_weaponready
BFPI H 1 A_weaponready
BFPI I 1 A_weaponready
BFPI J 1 A_weaponready
loop
select:
BFPS A 1 A_raise
BFPS A 0 A_raise
loop
deselect:
TNT1 A 0 A_StopSound(7)
BFPS A 1 A_lower
BFPS A 0 A_lower
loop
fire:
TNT1 A 0 A_StartSound("BRPS/fire",7)
BFPS B 10
BFPS C 10
BFPS D 10
BFPS E 3 A_firecustommissile("REDB")
TNT1 A 0 A_recoil(5)
BFPS F 3
BFPS C 7
BFPS B 5
BFPS B 3 A_refire
goto ready
Spawn:
BRPO A -1
stop
}
The slot 7 is where all the weapon sounds play, so when it fires, it stops the huming noise and plays the firing sound instead, and if you die while using the weapon, it stops instead of keep playing the sound.
And this is a personal opinion, but the projectile should have a more interesting look, instead of just being a red ball that explodes. I was messing with the actor and added trails and other effects:
Fancy to look interesting, but also simple, so it fits with the classic arsenal. If you are interested, here's the code I used:
Warning: Spoiler!
Code:
ACTOR REDB
{
Decal "BFGScorch"
Radius 13
Height 8
Speed 30
Damage 70
DeathSound "Redball/death"
Projectile
RenderStyle Add
Alpha 1.0
+RANDOMIZE
States
{
Spawn:
REDB AABB 1 bright A_SpawnItemEx("REDBTrail",0,random(-16,16),random(-16,16),0,0,0,0,SXF_TRANSFERSPRITEFRAME)
loop
Death:
REDE A 3 bright
TNT1 AAA 0 A_SpawnItemEx("REDBSpark",0,0,0,3,0,random(0,2),random(0,180))
TNT1 AAA 0 A_SpawnItemEx("REDBSpark",0,0,0,3,0,random(-2,0),random(0,180))
TNT1 AAA 0 A_SpawnItemEx("REDBSpark",0,0,0,3,0,random(0,2),random(180,359))
TNT1 AAA 0 A_SpawnItemEx("REDBSpark",0,0,0,3,0,random(-2,0),random(180,359))
REDE BB 2 bright A_explode
REDE C 5 bright
REDE D 6 bright
REDE E 7 bright
stop
}
}
Actor REDBTrail
{
RenderStyle Add
Alpha 0.8
Scale 0.3
+NOINTERACTION
States
{
Spawn:
REDB "#" 6 bright
REDB "########" 1 bright A_FadeOut(0.1)
Stop
}
}
Actor REDBSpark
{
RenderStyle Add
Alpha 1.0
XScale 0.15
YScale 0.3
+NOINTERACTION
+NOCLIP
States
{
Spawn:
REDE A 3 bright
REDE B 4 bright
REDE C 5 bright
REDE D 6 bright
REDE E 7 bright
Stop
}
}
And the sprites I used:
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- Robot J
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- Wraith
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4 years 5 months ago #17
by Robot J
Replied by Robot J on topic [SUBMISSION] B.R.P.S
Due to my current position i dont think ill be able to update this until about 5 days, sorry for the inconvenience but if I can upload the new version anytime soon ill be sure to notify you
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- JohnCook1994
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4 years 5 months ago #18
by JohnCook1994
Replied by JohnCook1994 on topic [SUBMISSION] B.R.P.S
Take your time, my friend. We'll be waiting patiently
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- Robot J
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4 years 5 months ago #19
by Robot J
Replied by Robot J on topic [SUBMISSION] B.R.P.S
Was able to update the download sooner than I thought, Have removed the editor number and the slot. also Thanks for the trail script gothic!
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- Blue Shadow
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4 years 5 months ago #20
by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] B.R.P.S
Something I just noticed while testing the latest version: the weapon gives you less ammo on pickup than it needs to fire it. I suggest that you increase the AmmoGive to 30 at least, so that you can still fire the gun even if it's just for one shot.
And while you're at, remove the NOAUTOAIM flag. It serves no purpose here, apart from making the weapon unusable for players who don't use freelook and manual aiming.
This is just a tip: A_Lower and A_Raise allow you to set the speed of lowering and raising, so instead of doing this:
You can do this:
And while you're at, remove the NOAUTOAIM flag. It serves no purpose here, apart from making the weapon unusable for players who don't use freelook and manual aiming.
This is just a tip: A_Lower and A_Raise allow you to set the speed of lowering and raising, so instead of doing this:
Code:
Select:
BLAH A 1 A_Raise
BLAH A 0 A_Raise
Loop
Code:
Select:
BLAH A 1 A_Raise(12)
Loop
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