[Submission] Frag Grenades
- DBJ87
- Topic Author
- Wicked
- Posts: 228
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]
-Alternative Fire Removed. While changes with new throwing sprites & better use of a potential Alternative Firing mode are made.
-Damage reduced to 128 from 256.
-Blast Radius reduced to 96 from 128 to "Match" decreased projectile & explosion sprite size.
-Doom's default weapon & ammo pick-up sounds added back onto File.
-All Sounds converted to Ogg Vorbis.
-All Images Changed to PNG.
-Reaction Time is removed until further changes are made.
-Bounce Settings Corrected as +DOOMBOUNCE is now redundant. Bounce settings will be changed with future updates if an Alternative Firing mode is remade.
-Thrown Grenades (Projectile) & Spawn Grenades (All Ammo) Scaled down to 0.6.
31/08/16
- New Ammo Cap (80)
- New Ammo Pickup Sprite (Giving 4 Grenades instead of 3)
- 2 Sprite sets added one for showing a short, low range attack, the other set for longer ranged attack.
- Throwing sound effects changed.
- Weapon Checks Reload after grenades are thrown.
- Bounce Factors altered
- Time Limits shortened but might not be needed
31/08/16
- Marine Sprite Offsets had issues on higher screen resolutions (when using the the Alternative Fire Sprite set), that has now been fixed.
-All Sounds are Ogg. Format
01/08/16
-2 firing modes. Primary for extra Bounce better for long range & ambush attacks, Secondary reverting back to "Throw & Explode" as intended, (better for medium range, entrenched target or quick attacks)
-1 Sprite Set chosen.
-Uboa & Zedek the Plague Doctor are credited as Sprites used are linked to the Sprite sheets used for comparison & reference.
-Sounds from Doom 3 added to thrown grenades, mostly for effect.
-Damage set to Explode at Default settings.
-Countdown Removed. It was added for testing purposes only. I don't see it being relevant anymore.
-Bounce Settings follow "Doom Bounce" settings. Bounce counts removed.
17/11/16
-Damage & Radius reset to Default Explode attributes.
-Explosive Sprites Scaled up to 1.0 when weapon explodes.
-Removed unneeded content. (Sounds, Sprites)
19/03/17
-Grenade's Primary & Secondary modes have had Bounce Count/Factor Changes, mostly to keep Primary travelling (increased bounce count) & Secondary to bank itself ASAP (bounce about 3x although the factor is low enough for it to drop to the floor after 1 or 2 bounces.
-Grenades have a (roughly) 3 Second delay before exploding.
- New file (Version 2) added for comparison with original.
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]
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
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- Skelegant
- Demon
- Posts: 43
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 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
- Moderator
- Posts: 808
+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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- DBJ87
- Topic Author
- Wicked
- Posts: 228
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.
Didn't know this, thank you for telling me.+DOOMBOUNCE is also deprecated; use BounceType "Doom" instead.
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.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).
Damage will also be reduced, 128 like rockets & generic explosions.
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
Thank you.I like the fact that the grenade doesn't go off instantly, while not taking eons to go off like the skulltag grenades.
Agree fully there, not a fan with how the grenade is actually thrown either, might as well be punching someone in the face insteadMy 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 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.
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.
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- Blue Shadow
- Administrator
- Posts: 1129
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.DBJ87 wrote: Sprites: Wild Weasel
Sprite Edit: Wild Weasel, DBJ87
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
Blue Shadow wrote:
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.DBJ87 wrote: Sprites: Wild Weasel
Sprite Edit: Wild Weasel, DBJ87
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
- Chaingunner
- Posts: 63
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
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.
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