[Submission] Marine Supply Pack
- DBJ87
- Topic Author
- Wicked
- Posts: 228
Name: Marine Supply Pack
Type: Heath, Armor, Ammo
Palette: Doom
Summon: SupplyPack
Use Type: Instant
Duration: Instant
Brightmaps: No
Credits:
Submitted: DBJ87
Decorate: DBJ87
Palette: Doom
Sprites: ID Software
Sprite Edit: DBJ87
Sounds: ID Software, Doom 3
Idea Base: Own Idea
Description:
It's handy carrying an emergency supply of health and armor with you right?
Gives the player Deployable Green Armor, a Deployable and more powerful Medikit as well a standard Backpack.
Everything a Marine needs to keep on fighting! This is literally a life saver against Bosses, groups of harder enemies or simply, when the going gets tough, but you can't get going...
The Deployable Armor, behaves exactly like Green Armor, It cannot replace Mega-Armor and cannot be used if the current armor stats are over 100%.
The Deployable Medikit heals up to 50% instead of 25%. Like Doom's Medikits it will only be used if your health is below 100%. This makes it worth saving if there is already plenty of health available.
You can only carry 1 set of the Deployable Health & Armor.
If you haven't used either but collect another Supply Pack, you will just get an extra Backpack, but you can restock anything that was used. Again, this can help make saving the Health & Armor given more tactical.
Special thanks to Tormenter667 & MagicWizard for feedback & suggestions on better improvements made to it's original appearance.
[Update]
20/05/16
Replaced original Armor sprites with Doom's Green Armor, added bright effect and timed the animation sequences to match the Green Armor's flashing animation. (Left the original preview to clarify what has been changed).
31/05/16
All sounds converted to OGG format
02/06/16
GL-Def light effects added, showing the pulsing glow of the Green Armor
[Preview]
[Download]
[URL=http://www.m*diafire.com/download/02n1lt2zrd4fzxz/Marine_Supply_Pack.zip]http://www.m*diafire.com/download/02n1lt2zrd4fzxz/Marine_Supply_Pack.zip[/URL]
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
This was something I put together mostly to see if I could do it-- been on a bit of a downer and demotivated after repeated failed attempts to with editing another submission's colour scheme & appearance to suite everyone's (including my own) expectation,
Wanted to do something to make up for that, so made this for everyone
But after reading your feedback I have made an alternate with the original Green armour.
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
Tormentor667 wrote: Now it makes sense
Glad you like it
Accidentally, deleted the file a few days ago, only noticed today... but now, the updated & finished file is back online
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- MagicWazard
- Moderator
- Posts: 808
Speaking of GZDoom, if you were to copy the GLDefs from the green armor, so the supply pack's armor glows like the standard armor, I think that's all I would need for approval.
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
if you were to copy the GLDefs from the green armor, so the supply pack's armor glows like the standard armor,
Not used Brightmaps or GLDefs before, not sure where to start or what to do, but it is a good idea- if (or to show) the armor's glowing-- I do use GZDoom instead of ZDoom as well, so the little things like that will make a difference.
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- MagicWazard
- Moderator
- Posts: 808
Basically, create a lump called GLDEFS, and put the following into it:
Explanation:
"object" basically defines what physical object you're assigning the lights to. "frame" allows you to assign a specific light source to a particular animation frame. In this case, the light source GREENARMOR1 goes to frame A, and GREENARMOR2 goes to frame B. GREENARMOR1 and GREENARMOR2 are pre-defined light sources included with GZDoom's lights.pk3 file. You don't need to define them, since they already exist, but if you want to see how they're defined, they look like this:
For example, instead of using the following:
Oh, and I wouldn't worry about brightmaps in this case. I don't think it's worth it.
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
GLDEF I'm using
Text Language for the GLDEFS lump is set to GZDoom GLDefs.
Adding an extra { to the 3rd line before "frame", wouldn't work, even I knew that already :oops: . but tried it anyway, just in case (weirder mistakes have been made lol). But as expected, I still got the same error message...
Don't understand what's going wrong here, looking over other items & enemies I've downloaded that use GLDEFS and the layout is the same, but they are working...
Attached is the file with the GLDEFS Lump added.
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