Complex Doom: LCA (Legendary Complex Addon) - Split

The local recycle bin. Reduce, reuse, and recycle.
User avatar
Legendary
Forum Regular
Posts: 196
Joined: Sat Oct 10, 2015 5:01 pm
Location: America
Contact:

Re: Complex Doom: LCA (Legendary Complex Addon)

#21

Post by Legendary » Sun Sep 18, 2016 10:30 pm

I don't know what you mean by I need to use an edit button but frankly I don't care. Anyway, you've just proven my point.

User avatar
Ivan
Addicted to Zandronum
Posts: 2229
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

Re: Complex Doom: LCA (Legendary Complex Addon)

#22

Post by Ivan » Sun Sep 18, 2016 10:34 pm

Legendary wrote:I don't know what you mean by I need to use an edit button but frankly I don't care. Anyway, you've just proven my point.
Wow can't even be constructive to you? I'm talking about you posting over and over in short time spans. Use the "EDIT" button on the FORUMS. Geez.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

User avatar
Legendary
Forum Regular
Posts: 196
Joined: Sat Oct 10, 2015 5:01 pm
Location: America
Contact:

Re: Complex Doom: LCA (Legendary Complex Addon)

#23

Post by Legendary » Sun Sep 18, 2016 10:42 pm

Ivan wrote:
Legendary wrote:I don't know what you mean by I need to use an edit button but frankly I don't care. Anyway, you've just proven my point.
Wow can't even be constructive to you? I'm talking about you posting over and over in short time spans. Use the "EDIT" button on the FORUMS. Geez.
I've mistaken what you said. I see the edit button and it just edits my comments I said earlier. I don't need to use it because I was trying to reply to each person in a separate message, not address everyone using a single message. Kinda hard to tell that it was constructive considering what you previously posted.

User avatar
doomjoshuaboy
Developer
Posts: 304
Joined: Thu Aug 02, 2012 5:36 am
Location: Australia
Contact:

Re: Complex Doom: LCA (Legendary Complex Addon)

#24

Post by doomjoshuaboy » Sun Sep 18, 2016 11:52 pm

Legendary wrote: You aren't really agreeing with blood, he helped make lca just as much or more than what I've done. He's talking about all the other addons to lca such as ilca, haf, and ark. Say what you want though it has a high player base and is still one of the most popular online mods as of now (complex and lca). Not everyone likes it and I'm ok with that. With all popular things there will always be haters (not implying that you are one) that's just how things go. We do what we do just for fun and nothing more, if you or anyone else doesn't like the way things are then it's pretty simple, just don't play it.
You're right Legendary. ILCA, HAF, HEM and ARK Should have been banned.because of Extremely hard and op monsters and the ILCA Edits of the Legendary stuff. that's why I prefer LCA/RM/DJB.

User avatar
Twinkletwats
 
Posts: 22
Joined: Tue May 31, 2016 8:05 pm

Re: Complex Doom: LCA (Legendary Complex Addon)

#25

Post by Twinkletwats » Sun Sep 18, 2016 11:52 pm

Legendary wrote:
tarrasqueSorcerer wrote:Hi. I made two small fixes, and you're welcome to use them.

First one restores explosive minigun's select animation (in LCA proper it just pops from below).
(you might need to change it so it replaces the original exp-mini instead of redefining it though)
[spoiler]

Code: Select all

ACTOR "Explosive Minigun" : Weapon
{
	Weapon.Selectionorder 690
	Weapon.KickBack 50
	Weapon.PreferredSkin "ExplosiveMinigun-Marine"
	Weapon.AmmoType "BulletMag"
	Weapon.AmmoGive 20
	Weapon.AmmoUse 1
	Weapon.UpSound "weapons/explosiveminigunpickup"
	Inventory.PickupSound "weapons/explosiveminigunpickup"
	Inventory.PickupMessage "Explosive Minigun"
	Obituary "%o was ripped to bloody chunks by %k's Explosive Minigun."
	AttackSound "sentient/fire"
	+INVENTORY.UNDROPPABLE
	+WEAPON.NOAUTOAIM
	States 
	{
	Spawn:
		CHNG X -1
		Stop
	Ready:
		TNT1 A 0 A_PlayWeaponSound("weapons/explosiveminigunpickup")
		CHNU ABCD 1
		CHNG A 1 A_WeaponReady
		Goto Ready+5
	ReadySpin:
		TNT1 A 0 A_PlaySound("weapons/expmgunspin", 5)
		CHNG ADGADGADGADGADG 1 A_WeaponReady
		Loop
	Deselect:
		TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1)
		TNT1 A 0 A_TakeInventory("ExpMinigunActive",1)
		TNT1 A 0 A_PlaySound("weapons/weapondown", 5)
	Deselecting:
		CHNG A 1 A_Lower
		Goto Deselect+2
	Select:
		TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1)
		TNT1 A 0 A_TakeInventory("ExpMinigunActive",1)
	Selecting:
		TNT1 A 0 A_Raise
		Loop
	Fire:
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,23)
		TNT1 A 0 A_JumpIfInventory("ExpMinigunActive",1,22)
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstart", 5)
		CHNG ABC 2
		CHNG EFGABCEG 1
		CHNG ACEGADGADG 1
		Goto Hold
	Hold:
		TNT1 A 0 A_GiveInventory("ExpMinigunActive",1)
		TNT1 A 0 A_PlaySound("weapons/expmgunspin", 5)
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light1
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_PlaySound("weapons/minigunfire", CHAN_WEAPON)
		TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4))
		CHNF A 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")
		CHNF A 1 Bright
		CHNF BC 1 A_Light0
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light2
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_PlaySound("weapons/minigunfire", CHAN_WEAPON)	
		TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4))
		CHNF D 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		CHNF EF 1 A_Light0
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light1
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,3),Random(-3,-5),Random(3,5),0)
		TNT1 A 0 A_PlaySound("sentient/fire", CHAN_WEAPON)	
		TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4))
		CHNF G 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff")
		CHNF H 1 A_Light0
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,"ReadySpin")
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstop", 5)
		TNT1 A 0 A_TakeInventory("ExpMinigunActive",1)
		CHNG ABCDEFGABC 1
		CHNG DEFG 2
		Goto Ready+5
	AltFire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,"EmptySpinDown")
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstart", 5)
		CHNG ABC 2
		CHNG EFGABCEG 1
		CHNG ACEGADGADG 1
		TNT1 A 0 A_GiveInventory("ExpMinigunActive2",1)
		Goto ReadySpin
	EmptySpinDown:
		TNT1 A 0 A_TakeInventory("ExpMinigunActive",1)
		TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1)
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstop", 5)
		CHNG ADGADG 1
		CHNG ABCDEFGABC 1
		CHNG DEFG 2
		Goto Ready+5
	}
}

ACTOR ExpMinigunActive : Ammo
{
	Inventory.MaxAmount 1
}
ACTOR ExpMinigunActive2 : Ammo
{
	Inventory.MaxAmount 1
}

ACTOR PlayerExplosiveTracer : SentientExplosiveTracer
{
	Species "Player"
	DamageType "Player"
	+THRUSPECIES
	Scale 0.7
	States
	{
	Spawn:
		TRAC A 1 Bright
		Loop
	}
}
[/spoiler]

Another one gives the minigun an altfire mode just like the explosive one's.
[spoiler]

Code: Select all

Actor NewMinigun : "Minigun " replaces "Minigun "
{
	States 
	{
	Spawn:
		MNGN A -1
		Stop
	Ready:
		TNT1 A 0 A_PlayWeaponSound("weapons/minigunpickup")
		MGRS ABCDE 1
		CHAG A 1 A_WeaponReady
		Goto Ready+6
	ReadySpin:
		TNT1 A 0 A_PlaySound("weapons/mgunspin", 5)
		CHAG ABCDABCDABCDABCD 1 A_WeaponReady
		Loop
	Deselect:
		TNT1 A 0 A_TakeInventory("MinigunActive2",1)
		TNT1 A 0 A_TakeInventory("MinigunActive",1)
		TNT1 A 0 A_PlaySound("weapons/weapondown", 5)
	Deselecting:
		CHAG A 1 A_Lower
		Goto Deselect+2
	Select:
		TNT1 A 0 A_TakeInventory("MinigunActive2",1)
		TNT1 A 0 A_TakeInventory("MinigunActive",1)
	Selecting:
		TNT1 A 0 A_Raise
		Loop
	Fire:
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,22)
		TNT1 A 0 A_JumpIfInventory("MinigunActive",1,21)
		TNT1 A 0 A_PlaySound("weapons/mgunspin", 5)
		CHAG ABCD 2
		CHAG ABCDABCDABCDABCD 1
		Goto Hold
	Hold:
		TNT1 A 0 A_GiveInventory("MinigunActive",1)
		TNT1 A 0 A_PlaySound("weapons/mgunspin", 5)
		TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON)
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light1
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4))
		CHAF A 1 Bright A_FireBullets(4.3,2.6,-1,Random(7,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")
		CHAF BC 1 A_Light0
		TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON)
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light2
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4))
		CHAF D 1 Bright A_FireBullets(4.3,2.6,-1,Random(7,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		CHAF EF 1 A_Light0
		TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON)
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light1
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4))
		CHAF G 1 Bright A_FireBullets(4.8,2.4,-1,Random(7,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		CHAF H 1 A_Light0
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,"ReadySpin")
		TNT1 A 0 A_PlaySound("weapons/mgunspinstop", 5)
		TNT1 A 0 A_TakeInventory("MinigunActive",1)
		CHAG ABCDABCDABCDABCD 1
		CHAG ABCD 2
		Goto Ready+6
	AltFire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,"EmptySpinDown")
		TNT1 A 0 A_PlaySound("weapons/mgunspin", 5)
		CHAG ABCD 2
		CHAG ABCDABCDABCDABCD 1
		TNT1 A 0 A_GiveInventory("MinigunActive2",1)
		Goto ReadySpin
	EmptySpinDown:
		TNT1 A 0 A_TakeInventory("MinigunActive",1)
		TNT1 A 0 A_TakeInventory("MinigunActive2",1)
		TNT1 A 0 A_PlaySound("weapons/mgunspinstop", 5)
		CHAG ABCDABCDABCDABCD 1
		CHAG ABCD 2
		Goto Ready+6
	}
}

ACTOR MinigunActive : Ammo
{
	Inventory.MaxAmount 1
}
ACTOR MinigunActive2 : Ammo
{
	Inventory.MaxAmount 1
}
[/spoiler]

Also, I made a personal-use lite version of LCA, with all legendary stuff stripped off - I thought it's too crazy and imbalanced for enjoyable playing (for me at least).
If anyone is interested, I can share it - if Legendary doesn't disapprove, of course.
Thanks man. I'll be using the first fix in the upcoming lca version. I appreciate the fix you've made for me. If you see anything else please let me know. I can't really use the second one though as it'd change the original complex minigun. People are used to it the way it is so I'll just leave it alone.
Completely off topic from what I originally asked regarding a possible wiki (I'm glad you're considering making one, btw), but in response to "If you see anything else please let me know":
I've been playing through HR2 with LCA and I've noticed a small bug that can make some levels impassable if the bug occurs in an inopportune place. Sometimes, the corpses of Famines will block the movement of the player. If you happen to kill a famine in a small hallway, there are times where it blocks you from continuing on the level without idclip. This isn't a big issue when I play single player, but if it happens on an online server with cheats deactivated, the only option is to suicide to restart the level.

User avatar
Legendary
Forum Regular
Posts: 196
Joined: Sat Oct 10, 2015 5:01 pm
Location: America
Contact:

Re: Complex Doom: LCA (Legendary Complex Addon)

#26

Post by Legendary » Mon Sep 19, 2016 1:36 am

doomjoshuaboy wrote:
Legendary wrote: You aren't really agreeing with blood, he helped make lca just as much or more than what I've done. He's talking about all the other addons to lca such as ilca, haf, and ark. Say what you want though it has a high player base and is still one of the most popular online mods as of now (complex and lca). Not everyone likes it and I'm ok with that. With all popular things there will always be haters (not implying that you are one) that's just how things go. We do what we do just for fun and nothing more, if you or anyone else doesn't like the way things are then it's pretty simple, just don't play it.
You're right Legendary. ILCA, HAF, HEM and ARK Should have been banned.because of Extremely hard and op monsters and the ILCA Edits of the Legendary stuff. that's why I prefer LCA/RM/DJB.
Yeah I think that just might have to happen tbh, I get too many pms about complaints about addons to lca but not lca itself.

User avatar
Legendary
Forum Regular
Posts: 196
Joined: Sat Oct 10, 2015 5:01 pm
Location: America
Contact:

Re: Complex Doom: LCA (Legendary Complex Addon)

#27

Post by Legendary » Mon Sep 19, 2016 1:38 am

Twinkletwats wrote:
Legendary wrote:
tarrasqueSorcerer wrote:Hi. I made two small fixes, and you're welcome to use them.

First one restores explosive minigun's select animation (in LCA proper it just pops from below).
(you might need to change it so it replaces the original exp-mini instead of redefining it though)
[spoiler]

Code: Select all

ACTOR "Explosive Minigun" : Weapon
{
	Weapon.Selectionorder 690
	Weapon.KickBack 50
	Weapon.PreferredSkin "ExplosiveMinigun-Marine"
	Weapon.AmmoType "BulletMag"
	Weapon.AmmoGive 20
	Weapon.AmmoUse 1
	Weapon.UpSound "weapons/explosiveminigunpickup"
	Inventory.PickupSound "weapons/explosiveminigunpickup"
	Inventory.PickupMessage "Explosive Minigun"
	Obituary "%o was ripped to bloody chunks by %k's Explosive Minigun."
	AttackSound "sentient/fire"
	+INVENTORY.UNDROPPABLE
	+WEAPON.NOAUTOAIM
	States 
	{
	Spawn:
		CHNG X -1
		Stop
	Ready:
		TNT1 A 0 A_PlayWeaponSound("weapons/explosiveminigunpickup")
		CHNU ABCD 1
		CHNG A 1 A_WeaponReady
		Goto Ready+5
	ReadySpin:
		TNT1 A 0 A_PlaySound("weapons/expmgunspin", 5)
		CHNG ADGADGADGADGADG 1 A_WeaponReady
		Loop
	Deselect:
		TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1)
		TNT1 A 0 A_TakeInventory("ExpMinigunActive",1)
		TNT1 A 0 A_PlaySound("weapons/weapondown", 5)
	Deselecting:
		CHNG A 1 A_Lower
		Goto Deselect+2
	Select:
		TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1)
		TNT1 A 0 A_TakeInventory("ExpMinigunActive",1)
	Selecting:
		TNT1 A 0 A_Raise
		Loop
	Fire:
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,23)
		TNT1 A 0 A_JumpIfInventory("ExpMinigunActive",1,22)
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstart", 5)
		CHNG ABC 2
		CHNG EFGABCEG 1
		CHNG ACEGADGADG 1
		Goto Hold
	Hold:
		TNT1 A 0 A_GiveInventory("ExpMinigunActive",1)
		TNT1 A 0 A_PlaySound("weapons/expmgunspin", 5)
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light1
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_PlaySound("weapons/minigunfire", CHAN_WEAPON)
		TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4))
		CHNF A 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")
		CHNF A 1 Bright
		CHNF BC 1 A_Light0
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light2
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_PlaySound("weapons/minigunfire", CHAN_WEAPON)	
		TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4))
		CHNF D 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		CHNF EF 1 A_Light0
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light1
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,3),Random(-3,-5),Random(3,5),0)
		TNT1 A 0 A_PlaySound("sentient/fire", CHAN_WEAPON)	
		TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4))
		CHNF G 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff")
		CHNF H 1 A_Light0
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,"ReadySpin")
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstop", 5)
		TNT1 A 0 A_TakeInventory("ExpMinigunActive",1)
		CHNG ABCDEFGABC 1
		CHNG DEFG 2
		Goto Ready+5
	AltFire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,"EmptySpinDown")
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstart", 5)
		CHNG ABC 2
		CHNG EFGABCEG 1
		CHNG ACEGADGADG 1
		TNT1 A 0 A_GiveInventory("ExpMinigunActive2",1)
		Goto ReadySpin
	EmptySpinDown:
		TNT1 A 0 A_TakeInventory("ExpMinigunActive",1)
		TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1)
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstop", 5)
		CHNG ADGADG 1
		CHNG ABCDEFGABC 1
		CHNG DEFG 2
		Goto Ready+5
	}
}

ACTOR ExpMinigunActive : Ammo
{
	Inventory.MaxAmount 1
}
ACTOR ExpMinigunActive2 : Ammo
{
	Inventory.MaxAmount 1
}

ACTOR PlayerExplosiveTracer : SentientExplosiveTracer
{
	Species "Player"
	DamageType "Player"
	+THRUSPECIES
	Scale 0.7
	States
	{
	Spawn:
		TRAC A 1 Bright
		Loop
	}
}
[/spoiler]

Another one gives the minigun an altfire mode just like the explosive one's.
[spoiler]

Code: Select all

Actor NewMinigun : "Minigun " replaces "Minigun "
{
	States 
	{
	Spawn:
		MNGN A -1
		Stop
	Ready:
		TNT1 A 0 A_PlayWeaponSound("weapons/minigunpickup")
		MGRS ABCDE 1
		CHAG A 1 A_WeaponReady
		Goto Ready+6
	ReadySpin:
		TNT1 A 0 A_PlaySound("weapons/mgunspin", 5)
		CHAG ABCDABCDABCDABCD 1 A_WeaponReady
		Loop
	Deselect:
		TNT1 A 0 A_TakeInventory("MinigunActive2",1)
		TNT1 A 0 A_TakeInventory("MinigunActive",1)
		TNT1 A 0 A_PlaySound("weapons/weapondown", 5)
	Deselecting:
		CHAG A 1 A_Lower
		Goto Deselect+2
	Select:
		TNT1 A 0 A_TakeInventory("MinigunActive2",1)
		TNT1 A 0 A_TakeInventory("MinigunActive",1)
	Selecting:
		TNT1 A 0 A_Raise
		Loop
	Fire:
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,22)
		TNT1 A 0 A_JumpIfInventory("MinigunActive",1,21)
		TNT1 A 0 A_PlaySound("weapons/mgunspin", 5)
		CHAG ABCD 2
		CHAG ABCDABCDABCDABCD 1
		Goto Hold
	Hold:
		TNT1 A 0 A_GiveInventory("MinigunActive",1)
		TNT1 A 0 A_PlaySound("weapons/mgunspin", 5)
		TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON)
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light1
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4))
		CHAF A 1 Bright A_FireBullets(4.3,2.6,-1,Random(7,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")
		CHAF BC 1 A_Light0
		TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON)
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light2
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4))
		CHAF D 1 Bright A_FireBullets(4.3,2.6,-1,Random(7,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		CHAF EF 1 A_Light0
		TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON)
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light1
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4))
		CHAF G 1 Bright A_FireBullets(4.8,2.4,-1,Random(7,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		CHAF H 1 A_Light0
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,"ReadySpin")
		TNT1 A 0 A_PlaySound("weapons/mgunspinstop", 5)
		TNT1 A 0 A_TakeInventory("MinigunActive",1)
		CHAG ABCDABCDABCDABCD 1
		CHAG ABCD 2
		Goto Ready+6
	AltFire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,"EmptySpinDown")
		TNT1 A 0 A_PlaySound("weapons/mgunspin", 5)
		CHAG ABCD 2
		CHAG ABCDABCDABCDABCD 1
		TNT1 A 0 A_GiveInventory("MinigunActive2",1)
		Goto ReadySpin
	EmptySpinDown:
		TNT1 A 0 A_TakeInventory("MinigunActive",1)
		TNT1 A 0 A_TakeInventory("MinigunActive2",1)
		TNT1 A 0 A_PlaySound("weapons/mgunspinstop", 5)
		CHAG ABCDABCDABCDABCD 1
		CHAG ABCD 2
		Goto Ready+6
	}
}

ACTOR MinigunActive : Ammo
{
	Inventory.MaxAmount 1
}
ACTOR MinigunActive2 : Ammo
{
	Inventory.MaxAmount 1
}
[/spoiler]

Also, I made a personal-use lite version of LCA, with all legendary stuff stripped off - I thought it's too crazy and imbalanced for enjoyable playing (for me at least).
If anyone is interested, I can share it - if Legendary doesn't disapprove, of course.
Thanks man. I'll be using the first fix in the upcoming lca version. I appreciate the fix you've made for me. If you see anything else please let me know. I can't really use the second one though as it'd change the original complex minigun. People are used to it the way it is so I'll just leave it alone.
Completely off topic from what I originally asked regarding a possible wiki (I'm glad you're considering making one, btw), but in response to "If you see anything else please let me know":
I've been playing through HR2 with LCA and I've noticed a small bug that can make some levels impassable if the bug occurs in an inopportune place. Sometimes, the corpses of Famines will block the movement of the player. If you happen to kill a famine in a small hallway, there are times where it blocks you from continuing on the level without idclip. This isn't a big issue when I play single player, but if it happens on an online server with cheats deactivated, the only option is to suicide to restart the level.
That's a Complex Doom monster, you'd have to ask Daedalus to fix that.

User avatar
Ænima
Addicted to Zandronum
Posts: 3579
Joined: Tue Jun 05, 2012 6:12 pm

Re: Complex Doom: LCA (Legendary Complex Addon)

#28

Post by Ænima » Mon Sep 19, 2016 11:49 am

Legendary wrote:
doomjoshuaboy wrote:
You're right Legendary. ILCA, HAF, HEM and ARK Should have been banned.because of Extremely hard and op monsters and the ILCA Edits of the Legendary stuff. that's why I prefer LCA/RM/DJB.
Yeah I think that just might have to happen tbh, I get too many pms about complaints about addons to lca but not lca itself.
lol


Nobody's going to ban those addons.

To use your own words:
Legendary wrote: We do what we do just for fun and nothing more, if you or anyone else doesn't like the way things are then it's pretty simple, just don't play it.
Last edited by Ænima on Mon Sep 19, 2016 1:20 pm, edited 1 time in total.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

Daedalus
 
Posts: 69
Joined: Mon Jun 04, 2012 6:25 am
Location: UK

Re: Complex Doom: LCA (Legendary Complex Addon)

#29

Post by Daedalus » Mon Sep 19, 2016 12:47 pm

doomjoshuaboy wrote:
Legendary wrote: You aren't really agreeing with blood, he helped make lca just as much or more than what I've done. He's talking about all the other addons to lca such as ilca, haf, and ark. Say what you want though it has a high player base and is still one of the most popular online mods as of now (complex and lca). Not everyone likes it and I'm ok with that. With all popular things there will always be haters (not implying that you are one) that's just how things go. We do what we do just for fun and nothing more, if you or anyone else doesn't like the way things are then it's pretty simple, just don't play it.
You're right Legendary. ILCA, HAF, HEM and ARK Should have been banned.because of Extremely hard and op monsters and the ILCA Edits of the Legendary stuff. that's why I prefer LCA/RM/DJB.
LCA consists of a lot of this too fyi.

User avatar
The Toxic Avenger
Forum Staff
Posts: 1536
Joined: Fri May 25, 2012 1:12 am
Location: New Jersey
Clan: ???
Clan Tag: [???]
Contact:

Re: Complex Doom: LCA (Legendary Complex Addon)

#30

Post by The Toxic Avenger » Mon Sep 19, 2016 1:46 pm

Legendary wrote:I don't know what you mean by I need to use an edit button but frankly I don't care. Anyway, you've just proven my point.
Hey guess what

Don't quintuple post
Don't triple post

You were told by someone trying to be nice and now you're being verbally warned by an admin to. Don't do that. Edit your posts instead of making a bunch in a row. You CAN quote multiple people it just involves consolidating their quotes into one post.

User avatar
Sepia-Paper
Forum Regular
Posts: 170
Joined: Mon Oct 13, 2014 8:29 pm
Location: Bathroom

Re: Complex Doom: LCA (Legendary Complex Addon)

#31

Post by Sepia-Paper » Mon Sep 19, 2016 2:53 pm

The Toxic Avenger wrote:
Legendary wrote:I don't know what you mean by I need to use an edit button but frankly I don't care. Anyway, you've just proven my point.
Hey guess what

Don't quintuple post
Don't triple post

You were told by someone trying to be nice and now you're being verbally warned by an admin to. Don't do that. Edit your posts instead of making a bunch in a row. You CAN quote multiple people it just involves consolidating their quotes into one post.
its his Topic tho...
you guys should come around when things are hot and everybody is calling everyone an idiot...

User avatar
Ivan
Addicted to Zandronum
Posts: 2229
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

Re: Complex Doom: LCA (Legendary Complex Addon)

#32

Post by Ivan » Mon Sep 19, 2016 3:08 pm

Sepia-Paper wrote:
The Toxic Avenger wrote:
Legendary wrote:I don't know what you mean by I need to use an edit button but frankly I don't care. Anyway, you've just proven my point.
Hey guess what

Don't quintuple post
Don't triple post

You were told by someone trying to be nice and now you're being verbally warned by an admin to. Don't do that. Edit your posts instead of making a bunch in a row. You CAN quote multiple people it just involves consolidating their quotes into one post.
its his Topic tho...
you guys should come around when things are hot and everybody is calling everyone an idiot...
It doesn't matter whose topic it is. There are forum rules. Just because you have a topic does not mean you can clutter it with replies like that. The only time it is a valid thing is to bump your project topic for updates. And that was not the case here,at all. That's what I've been trying to tell this guy.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

User avatar
Sepia-Paper
Forum Regular
Posts: 170
Joined: Mon Oct 13, 2014 8:29 pm
Location: Bathroom

Re: Complex Doom: LCA (Legendary Complex Addon)

#33

Post by Sepia-Paper » Mon Sep 19, 2016 3:46 pm

Ivan wrote:
Sepia-Paper wrote:
The Toxic Avenger wrote:
Legendary wrote:I don't know what you mean by I need to use an edit button but frankly I don't care. Anyway, you've just proven my point.
Hey guess what

Don't quintuple post
Don't triple post

You were told by someone trying to be nice and now you're being verbally warned by an admin to. Don't do that. Edit your posts instead of making a bunch in a row. You CAN quote multiple people it just involves consolidating their quotes into one post.
its his Topic tho...
you guys should come around when things are hot and everybody is calling everyone an idiot...
It doesn't matter whose topic it is. There are forum rules. Just because you have a topic does not mean you can clutter it with replies like that. The only time it is a valid thing is to bump your project topic for updates. And that was not the case here,at all. That's what I've been trying to tell this guy.
Just stop...

User avatar
The Toxic Avenger
Forum Staff
Posts: 1536
Joined: Fri May 25, 2012 1:12 am
Location: New Jersey
Clan: ???
Clan Tag: [???]
Contact:

Re: Complex Doom: LCA (Legendary Complex Addon)

#34

Post by The Toxic Avenger » Mon Sep 19, 2016 4:02 pm

I don't know what you're trying to achieve here.

Multiple posting like that causes clutter, and is bad forum etiquette at the vast majority of forums you'll go to. More often than not, it's more or less spam.

User avatar
HTG
Retired Staff / Community Team Member
Posts: 323
Joined: Sat Jun 02, 2012 11:53 pm
Location: Glasgow, Scotland
Clan: Wicked Sick
Clan Tag: WS

Re: Complex Doom: LCA (Legendary Complex Addon)

#35

Post by HTG » Mon Sep 19, 2016 5:34 pm

Yikes this thread is becoming a cluster.
Sepia-paper considering TTA is an admin, he can warn legendary for his multiple posts, doesn't matter if it's not his thread. Using the edit button helps refrain from having 3/4 posts in a row.
To repeat fused's earlier offer. Legendary, if you want this thread archived just say so, a lot of unnecessary posts and splits have came from this thread last few days.

User avatar
Legendary
Forum Regular
Posts: 196
Joined: Sat Oct 10, 2015 5:01 pm
Location: America
Contact:

Re: Complex Doom: LCA (Legendary Complex Addon)

#36

Post by Legendary » Mon Sep 19, 2016 8:36 pm

This is my first forum post, you guys need to chill. :neutral:

User avatar
Legendary
Forum Regular
Posts: 196
Joined: Sat Oct 10, 2015 5:01 pm
Location: America
Contact:

Re: Complex Doom: LCA (Legendary Complex Addon)

#37

Post by Legendary » Mon Sep 19, 2016 8:41 pm

HTG wrote:Yikes this thread is becoming a cluster.
Sepia-paper considering TTA is an admin, he can warn legendary for his multiple posts, doesn't matter if it's not his thread. Using the edit button helps refrain from having 3/4 posts in a row.
To repeat fused's earlier offer. Legendary, if you want this thread archived just say so, a lot of unnecessary posts and splits have came from this thread last few days.
What do you mean by having the thread archived?

Dynamo
Retired Staff / Community Team Member
Posts: 154
Joined: Fri May 25, 2012 5:16 am

Re: Complex Doom: LCA (Legendary Complex Addon)

#38

Post by Dynamo » Mon Sep 19, 2016 9:01 pm

stop posting

Dynamo
Retired Staff / Community Team Member
Posts: 154
Joined: Fri May 25, 2012 5:16 am

Re: Complex Doom: LCA (Legendary Complex Addon)

#39

Post by Dynamo » Mon Sep 19, 2016 9:02 pm

like this

Dynamo
Retired Staff / Community Team Member
Posts: 154
Joined: Fri May 25, 2012 5:16 am

Re: Complex Doom: LCA (Legendary Complex Addon)

#40

Post by Dynamo » Mon Sep 19, 2016 9:03 pm

it's annoying

Locked