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[Submission] Frag Grenades

  • DBJ87
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7 years 9 months ago - 7 years 9 months ago #21 by DBJ87
Replied by DBJ87 on topic Hand Grenades

Blue Shadow wrote: Giving the player a little control is not a bad thing, so I'd go with v2. Overall, the weapon seems solid.

Now, is allowing autoaim is going to cause a problem? If not, I'd suggest allowing it. Name-wise, yes, it needs to be renamed.


Thank you, I'll start making the changes.

In my opinion, Auto-aim might cause some problems, but mostly with enemies on lower levels to the Player. Best example, Demons that are placed in trenches, the grenades might explode underneath the player if they are aimed too low down (like firing a rocket launcher too close to the edge) but that's easily avoided if the player just steps away from the edge of the current platform they are standing on, this is also where Secondary fire is more useful, because it's already thrown at full speed, so if you are at a flat angle (straight ahead, no target) it lands far enough to avoid damaging the player. It does also make hitting flying enemies a bit harder.

But, I will change the Flag to -NoAutoAim & let the user decide whether to keep it off or test it turned on. It's been turned off as Grenades tend to travel farther when you are tilting upwards & just offers a bit more control on how you'll throw it, but I play with a control pad & use free look not a keyboard.

But I can see how it's not fairly put together if it benefits one & not the other.

[Update]
The updated version is now online, Auto-Aim is on, but as expected, it now is a bit harder to hit flying targets. Acting more like a short range Grenade Launcher. But in a way, this might be a good thing as it doesn't overwrite the need for the Rocket Launcher (which travels upward easier & farther). I don't think a Max Projectile speed higher than 30 would be fair or realistic. It's proven to be a decent enough weapon for targets on the same level, slightly higher or lower than the player, with or without Auto-Aim on/off. And users can just turn the Auto-Aim off if they wish, but it will only really benefit those with Freelook settings & who use a Key & Mouse or a Control Pad to aim with.
Last edit: 7 years 9 months ago by DBJ87. Reason: New Update added

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7 years 9 months ago #22 by Blue Shadow
Replied by Blue Shadow on topic Hand Grenades
Hmm, with autoaim allowed, it doesn't seem that useful. To even hit a flying target, it needs to be closer to the ground and to you, which puts you at risk of being blown up. The weapon is still useful without autoaim. If the player wants to attack flying monsters, they should switch to another weapon, I guess.

It looks like you're going to have to upload an updated version with autoaim disabled, I'm afraid (sorry for the trouble).

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  • MagicWazard
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7 years 9 months ago #23 by MagicWazard
Replied by MagicWazard on topic Hand Grenades
I think I might like these better than Froon's hand grenades; they're less floaty and easier to control. I would personally use these with autoaim to these myself, flying monsters be damned, but I get the argument keep autoaim disabled.

One thing: when you run out of ammo, you'll still see the hand holding a grenade. You could maybe use A_JumpIfNoAmmo to go to an alternate grenade-less state when you're out of grenades.

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7 years 9 months ago - 7 years 9 months ago #24 by DBJ87
Replied by DBJ87 on topic Hand Grenades

Blue Shadow wrote: It looks like you're going to have to upload an updated version with autoaim disabled, I'm afraid (sorry for the trouble).


No problem, it was worth testing to be sure, to be sure. Thank you for the feedback :)

MagicWazard wrote: One thing: when you run out of ammo, you'll still see the hand holding a grenade. You could maybe use A_JumpIfNoAmmo to go to an alternate grenade-less state when you're out of grenades.


I've uploaded it with an attempted reload check, but it doesn't seem to be working. It returns to Ready State instead of jumping. If any reload check is added at the "Ready" state, it keeps looping lowering the weapon when it's got no ammo. It lowers fine when jumping to "Deselect" but not the new setting I've added. Not sure what to do.

[Edit]
Since uploading I have also tried, adding an Inventory Item (given after Grenades are thrown) that should jump from Deselect to "Deselect2" but that failed to work. Item was given after the grenade was thrown (during the end of Fire sequence before taking the speed charge item) & taken while a new Grenade was being set (just after pressing Fire or Alt Fire). It added & removed itself like was supposed to, but the weapon still never jumped to the extra deselection added (An A_JumpIfInventory set up was added in Deselect & where the final Reload check is placed).

The only other thing I can think of is following Froon's Decorate & not show the Sprites when being switched out. Shown below (Taken from Xim's Submitted Hand Grenades).
Code:
Deselect: NULL A 0 A_JumpIfInventory("HandGrenadeAmmo",1,2) NULL A 1 A_Lower Loop HNDG A 1 A_Lower Loop

[Edit]
Which seems to be working & looking OK. Added with next update. ("NULL" is renamed to TNT1)
Code:
Deselect: TNT1 A 0 A_JumpIfInventory("FragGrenadeAmmo",1,2) TNT1 A 1 A_Lower //Deselect With No Ammo Loop HGRN A 1 A_Lower //Deselect With Ammo Loop
-Frag Grenades are now also flagged as +Weapon.Explosive with an added kickback factor to knock enemies aside slightly on impact.
Last edit: 7 years 9 months ago by DBJ87. Reason: Update & Empty Ammo Issue fixed

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7 years 9 months ago #25 by Blue Shadow
Replied by Blue Shadow on topic Hand Grenades
That seems to do it.

I've got nothing else to comment on, so the submission gets an 'OK' from me.

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  • MagicWazard
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7 years 9 months ago #26 by MagicWazard
Replied by MagicWazard on topic Hand Grenades
I'll give it a thumbs-up!

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7 years 9 months ago #27 by Blue Shadow
Replied by Blue Shadow on topic Hand Grenades

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