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[Submission] Frag Grenades

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8 years 3 months ago - 7 years 9 months ago #1 by DBJ87
[Submission] Frag Grenades was created by DBJ87
[INFO]
Name: Frag Grenade
Class: Level 5
Type: Projectile, Explosive
Palette: PNG Palette
Summon: FragGrenade
Ammotype: FragGrenadeAmmo
AltFire: Yes

[CREDITS]
Submitted: DBJ87
Decorate: DBJ87
Sprites: Kronos (Doom 2.5), BloodyAcid (ClipBox Variant used for GrenadeBox)
Sprite Edit: Kronos, DBJ87
Sounds: Id Software (Doom 3), Froon
Idea Base: Doom 3, Extra Grenades or Mines thrown by hand instead of fired from a gun.

I only take credit for:
-Weapon's Decorate
-Additional Ammo created & Dropped Weapon as Ammo set up.

Thank you to Skelegant for Additional Sprite Resources.
Thank you to Wild Weasel for helping me find the right people to credit for Sprites.
Thank you to Blue Shadow, DreadOpp, MagicWazard & NourPrince for Feedback.

Cooking Grenade set-up based off of the Hand Grenades submitted to Realm667. Decorate created by Froon & submitted by Xim.

[DESCRIPTION]
//Frag Grenades
Standard issue UAC Infantry Frag Grenades. Dealing high damage for crowd control, wiping out weaker enemies quickly & dealing moderate damage to tougher enemies. You can take advantage of various throwing distances, bouncing the grenades off walls or the floor, as well as throwing the grenade at full speed and with little bounce, adding a faster, less accurate attack, causing the grenades to explode quickly after landing, almost acting as a timed mine.

//Firing Modes
Primary Fire has a better offence at enemies at long distance, you can "cook" the grenades increasing Speed & distance the longer the Primary Fire is held. Cooking the Grenades will also help with accuracy.

Secondary Fire instantly throws a Grenade at full speed that doesn't bounce as much as the Primary Firing Mode. It is an effective, fast attack & acts as a timed mine.

//Auto-Aim Flags
Tested under GZDoom's free look settings switched on with Auto Aim flags on & off.

Changing -NoAutoAim to +AutoAim on drastically restricts the weapon's distance & ability to hit targets above the player on high platforms & is almost impossible to hit flying enemies without closing in on them which usually results in damaging yourself in the process & when the grenade explodes.

"Smart Auto-Aiming" won't change the behaviour of the thrown Grenade, so they can be thrown in all directions freely, the distance thrown depends on the Player's Angle (tilt upward it will travel farther) & if using Primary how long you cook the grenade (although it charges to full speed quickly & is added mainly for aim assistance.

[UPDATES]
Warning: Spoiler!


20/03/17 //Version 2 Update
-Have had to make the Weapon's "GrenSpeed" (the speed increase factor for Primary Fire) an Inventory Item* to stop giving the player unlimited Primary or Secondary Grenades. Ammo was originally taken by scripted action but after further testing, it has failed to stop you running out of ammo.
*Because of this you can't see the charge level number. But it rises fast & isn't a huge problem at the moment.
-Reload Check on Raising Weapon removed (it raised, then deselected, slowing down weapon scrolling time) it will still swap out when you try firing but you have no Grenades.

20/03/17
-Renamed to Frag Grenades (Originally Hand Grenades)
-Decorate layout modified. (Presentation)
-Auto-Aim is now enabled, for testing purposes & user feedback.
-Grenades give +1 Ammo if a single Grenade is picked up.

21/03/17
-Auto-Aim is disabled. With notes about the restrictions it created added to INFO.
-Fixed an issue with presentation, weapon selection (when empty) & automatic deselection with no grenades left.
-You should now, not be raising the weapon until more ammo is collected.
-You should not be seeing the Player lowering any weapon when deselecting if there is no Grenades left.
-Weapon Flagged as an Explosive.
-Grenades have an extra kickback added, knocking targets back slightly or blasting weaker enemies aside (crowd control).

[PREVIEW]





[DOWNLOAD]
[URL=http://www.m*diafire.com/file/aeouq4hk44dsb2h/Frag_Grenades.zip]http://www.m*diafire.com/file/aeouq4hk44dsb2h/Frag_Grenades.zip[/URL]
Last edit: 7 years 9 months ago by DBJ87. Reason: Description Update. Project Completed.

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8 years 3 months ago - 8 years 3 months ago #2 by DBJ87
Replied by DBJ87 on topic [Submission] Hand Grenades
Sound files will be converted to OGG. and Doom's default weapon pick-up sounds for weapons & ammo will be added later. Uploading file for early feedback, but will update the Submission's description when updates are added. Key Config has been removed.
Last edit: 8 years 3 months ago by DBJ87. Reason: Quick notes on submission.

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  • Skelegant
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8 years 3 months ago #3 by Skelegant
Replied by Skelegant on topic [Submission] Hand Grenades
I like the fact that the grenade doesn't go off instantly, while not taking eons to go off like the skulltag grenades :)
My first suggestion is to change the frame the grenade is thrown from to HGRNR0. Also, you might want to change the hands to something a little more throwy rather than fisty :D Uboa's hand collection should have something suitable: https://dl.dropboxusercontent.com/u/13049328/MMHS/MMHS_Doom.png
And the grenade could be scaled down a little too.

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  • MagicWazard
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8 years 3 months ago #4 by MagicWazard
Replied by MagicWazard on topic [Submission] Hand Grenades
Not a big fan of this one, to be honest. I think the grenades are rather too powerful, for starters. Also, you claim a countdown lifespan of 8 - 9 seconds, but in practice, it doesn't work that way. According to the math I did, if ReactionTime and A_CountDown were working as intended, the actual fuse time would be closer to 23 seconds (A_Countdown getting called 3 times a second, divided into 69 countdown tickers). BUT, the grenades have a tendency to explode almost the moment they hit the ground; usually within 1 second. I *think* what's happening is that the BounceCount is running down before the A_Countdown and ReactionTime are; if I throw the grenade from a higher altitude, it won't explode until it hits the ground. But once it hits the ground, it goes off almost right away. So I think the combination of bouncing properties is causing it to bounce too rapidly in too short of a time, rendering the fuse nonfunctional.

+DOOMBOUNCE is also deprecated; use BounceType "Doom" instead.

Also, I think the AltFire is redundant. It doesn't really do anything except delay the firing sequence. Now, if it "cooked" the grenade, or contributed to throwing distance (like Froon's Hand Grenade) submission, that would be one thing; as it is, it doesn't have any appreciable effect.

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8 years 3 months ago - 8 years 3 months ago #5 by DBJ87
Replied by DBJ87 on topic [Submission] Hand Grenades

Also, I think the AltFire is redundant. It doesn't really do anything except delay the firing sequence. Now, if it "cooked" the grenade, or contributed to throwing distance (like Froon's Hand Grenade) submission, that would be one thing; as it is, it doesn't have any appreciable effect.


Tried Cooking the Grenade to increase throwing distance and it causes GZDoom and sometimes my computer to crash completely, so I have had remove it. Right now "Cooking" is an optional choice for the submission until (or if) I can make better use of Alternative fire or if it can be integrated into either attack, increasing speed & distance. But if anybody is willing to try and add this, please do, you will be credited I will not claim responsibility for anyone elses input.

So now, it's been made so the grenades are meant to explode as soon or shortly after they hit the ground (I'll increase the time limit), have had them bouncing all over the place, it was very unstable even with low bounce factors & limits (about 7 because any lower exploded too soon and any higher took too long to detonate even with a time limit), it caused them to bounce back off walls or floors (as expected) but missed the targets completely or just exploded on player when the timer ran out, so using them in open areas wasn't effective enough & using them at mid-range wasn't the smartest idea for any player.

+DOOMBOUNCE is also deprecated; use BounceType "Doom" instead.

Didn't know this, thank you for telling me.

Also, you claim a countdown lifespan of 8 - 9 seconds, but in practice, it doesn't work that way. According to the math I did, if ReactionTime and A_CountDown were working as intended, the actual fuse time would be closer to 23 seconds (A_Countdown getting called 3 times a second, divided into 69 countdown tickers).

I calculated it as 8 tics per second (assuming all countdowns follow off delays for doors etc). So yet again this is the 1st time I've even known about this, thank you for telling me, Time is added for long distance throwing or in this case, dropping off of very high platforms, but might remove it, for now, seeing as it's obviously pointless. Was testing every option open projectiles based off other grenade weapons & enemies... tried making Grenades like this before, they never worked, so when this finally version did & proved useful, I decided to go ahead & submit it.

Damage will also be reduced, 128 like rockets & generic explosions.
Last edit: 8 years 3 months ago by DBJ87.

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8 years 3 months ago - 8 years 3 months ago #6 by DBJ87
Replied by DBJ87 on topic [Submission] Hand Grenades

I like the fact that the grenade doesn't go off instantly, while not taking eons to go off like the skulltag grenades.

Thank you. :)

My first suggestion is to change the frame the grenade is thrown from to HGRNR0. Also, you might want to change the hands to something a little more throwy rather than fisty :D Uboa's hand collection should have something suitable: dl.dropboxusercontent.com/u/13049328/MMHS/MMHS_Doom.png
And the grenade could be scaled down a little too.

Agree fully there, not a fan with how the grenade is actually thrown either, might as well be punching someone in the face instead ;)
Thank you for the link. can use a few of these, maybe even offer some other variation to make Alt. Fire more relevant. By dropping the grenade & rolling it along as a short distance attack with lower ground clearance and then actually throwing it for longer distance attacks with alternate fire, similar to how it's working now.

In the meantime will be reducing damage & changing sounds to suggested formats with next update, then will work on it's attacking appearance and scaling thrown grenades & spawned grenades down.

[Edit]
Recent changes made and file uploaded, next update will take a bit longer, so won't be dropping minor changes every few days, as it is going to be an overhaul of what attack sprites are currently used & hopefully a better variety added-- current changes made are listed in description. Thanks for your feedback.
Last edit: 8 years 3 months ago by DBJ87.

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  • Blue Shadow
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8 years 3 months ago - 8 years 3 months ago #7 by Blue Shadow
Replied by Blue Shadow on topic Hand Grenades

DBJ87 wrote: Sprites: Wild Weasel
Sprite Edit: Wild Weasel, DBJ87

By the way, WildWeasel likes to be asked for permission if someone wants to use his work. So if you haven't done so, you might want to.
Last edit: 8 years 3 months ago by Blue Shadow.

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8 years 3 months ago #8 by DBJ87
Replied by DBJ87 on topic Hand Grenades

Blue Shadow wrote:

DBJ87 wrote: Sprites: Wild Weasel
Sprite Edit: Wild Weasel, DBJ87

By the way, WildWeasel likes to be asked for permission if someone wants to use his work. So if you haven't done so, you might want to.


I have messaged him now, if he says "No" I will let you know & take the file offline. I have also asked him to contact you, to confirm I have messaged him about continuing this...

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  • NourPrince
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8 years 3 months ago #9 by NourPrince
Replied by NourPrince on topic Hand Grenades
It acts familiar to the grenade in Zero Prophet, but, meh. Needs a bit of nerf though.

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8 years 3 months ago - 8 years 3 months ago #10 by DBJ87
Replied by DBJ87 on topic Hand Grenades

NourPrince wrote: It acts familiar to the grenade in Zero Prophet, but, meh. Needs a bit of nerf though.


Never heard of Zero Prophet.

Until I can get approval to continue this. I apparently can't do anything else to it for online submission, I won't upload any further changes until I'm told I can or it is OK to. But, I will continue working on what I had planned to add now, which will take some time to do anyway, then we'll have to wait until I get an answer.
Last edit: 8 years 3 months ago by DBJ87.

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