Mercenaries - progress? suuuuure ...

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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ALIENwolve
 
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#101

Post by ALIENwolve » Thu Jul 12, 2012 12:12 am

Well... yeah. I mean permanently for a powerup.

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Ænima
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#102

Post by Ænima » Thu Jul 12, 2012 2:07 am

It's a powerup that lasts for one whole map. Like Berserk.
Also waiting for grenade/rocket launchers and minigans. Question: Will the game's grenade launcher be Quake-style (timed, bouncy) or impact-fuse? What about novelty shotgun shells or other ammo, i.e. piercing fastprojectile fletchettes, mini-missiles/pop rockets, etc.
It will most likely be an M32 MGL. Probably gonna be an impact fuse. Unless you want me to do the whole "primary fire for impact explosion, altfire for bouncy nades" cliche thing. There will probably only be 2 grenade types; explosive and incendiary (or ice/nitrogen, perhaps?). I was thinking about doing gas too but that's redundant and would make buying gas grenades themselves pointless.

Oh! Also I have some cool concepts for the coop missions (some are actually more than concepts at this point, since I've started mapping a bit).

Mission: "Sargeant Politeness" (lol)
Setting: A US military biolab in Arizona
Briefing: The US govt has kidnapped a colony of Catharsi from their home planet of Catharsus. (Catharsi are super-intelligent humanoids with cybernetic implants and energy weapons, who communicate telepathically.) You must infiltrate the base, release the Catharsi, and help carry their eggs to a truck at the extraction point.
Objectives:
  • Bribe or kill a gate guard to get onto the base. (If you kill him, you're gonna have an intense firefight on your hands.)
  • Find a weak point in the wall of the building. Blow it up and get inside.
  • Locate the specimen storage area and open the door to free the Catharsi. Do not kill them. (-$500 for every casualty)
  • Pick up their eggs and carry them to the truck. (+$500 for every egg rescued)
  • Do not kill the scientists, they are innocent. (-$500 for every casualty)
  • Exit in truck.
Mission: "Where The Slime Live" (lol)
Setting: An overrun plant on Phobos
Briefing: An unknown protozoa-like creature has evolved inside the chambers of nukage and broken free, causing severe damage to the base.
Objectives:
  • Kill all slime monsters.
  • Collect samples.
  • Exit.
Mission: "The Shrine" (this one is actually about 90% done :D)
Setting: Earth, Andes Mountains
Briefing: A mysterious ancient shrine is under attack from a demonic invasion. The site is extremely important to Earth's scientists. The shrine itself is said to have mystical powers and will reward those who protect it.
Objectives:
  • Defend the shrine. Barricades and foxholes are there for you to use. (That's pretty much the only objective, cuz this map is actually just an invasion map.)


If anyone else has any cool mission ideas, post them here! Using the same template i used, of course. ;p

Code: Select all

[u][i][b]Mission:[/b][/i][/u]
[u][i][b]Setting:[/b][/i][/u]
[u][i][b]Briefing:[/b][/i][/u]
[u][i][b]Objectives:[/b][/i][/u]
[list]
[*]
[*]
[/list]
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)
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DR_FUZZY
 
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#103

Post by DR_FUZZY » Thu Jul 12, 2012 8:04 pm

Ænima you get my PM?

Also found a few bugs: Noticed some items like the dogs and mines will lose 1 inventory item on map change (if 2, then next map will only have 1)
Last edited by DR_FUZZY on Fri Jul 13, 2012 7:38 am, edited 1 time in total.

Animal Mother
 
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#104

Post by Animal Mother » Fri Jul 13, 2012 10:57 pm

DR_FUZZY wrote: Also found a few bugs: Noticed some items like the dogs and mines will lose 1 inventory item on map change (if 2, then next map will only have 1)
If I'm not mistaken, that's a current limitation with Skulltag/Zandronum. Only one of each inventory item is preserved on map change. You could have 5 painkillers and you'd only be left with one after map change. ZDoom has a way to keep the proper amount of inventory items between maps, Zandronum just doesn't have it implemented yet.

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DevilHunter
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#105

Post by DevilHunter » Sat Jul 14, 2012 8:28 pm

What would be cool is that you make it to where you don't need to run SST with it.. I was playing doom2 sp with mercs and sst loaded.. for some reason, nothing spawned, even some of the items messed up.. But when i went to sst maps, it worked just fine.

The weapons.. NEED MOAR.. After about 5 maps, you get all of them, then your forced to find a safe spot, open the menu, buy so much ammo, then get scratched to death before you can get out of the menu. Bring some of the weapons from 1.9 back Plox :p If anything, the current weapons are ok, cept for the nades.. It took me forever to figure it out, having to press alt fire.. I was like DAFAQ :|

If anything, this wad is pretty fun. I might make a movie for this once I get some time alone, and can convert the videos right. Vegas keeps wanting to go online, even though its registered atm.

Other then That, I love this wad.. Bout the only mod i play other then Brutaldoom sp.

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Ænima
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#106

Post by Ænima » Sat Jul 14, 2012 10:44 pm

I started another mission map! "Ice Fortress".

Image

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DR_FUZZY wrote: Ænima you get my PM?
Yes. Sorry I didn't respond, my online time was cut short. :/
Animal Mother wrote:
DR_FUZZY wrote: Also found a few bugs: Noticed some items like the dogs and mines will lose 1 inventory item on map change (if 2, then next map will only have 1)
If I'm not mistaken, that's a current limitation with Skulltag/Zandronum. Only one of each inventory item is preserved on map change. You could have 5 painkillers and you'd only be left with one after map change. ZDoom has a way to keep the proper amount of inventory items between maps, Zandronum just doesn't have it implemented yet.
Correct. As soon as that flag is in Zandronum, I'll use it on the Mercenaries items.
DevilHunter wrote: What would be cool is that you make it to where you don't need to run SST with it..
You heard me before. Eventually, dammit. :|
DevilHunter wrote: for some reason, nothing spawned, even some of the items messed up.. But when i went to sst maps, it worked just fine.
Oh, not sure if I mentioned before, but items that are placed on maps only have about a 68% chance of spawning. Otherwise, players would have no reason to buy ammo or health. :p
DevilHunter wrote: The weapons.. NEED MOAR.. After about 5 maps, you get all of them,
Not usually. It depends how you play. If you save up 100% of your profits and don't spend them on ANYTHING other than weapons (that means no buying ammo, grenades, equipment, or health), then yes you can buy all of the weapons in a short amount of time. But this is not recommended since you're pretty much starving yourself of ammo and health in order to get the weapons faster. And yes, as I've said before, a "page 2" will be added to the Buy Menu and moar gunz will be added! 3:
DevilHunter wrote: ...then get scratched to death before you can get out of the menu.
Protip: Since the background on the Buy Menu is about 50% translucent, you should be able to see monsters and projectiles coming your way and should have enough time to close it and get the hell out of there before you die. You shouldn't be shopping unless you're in a safe area anyways. >_>
DevilHunter wrote: If anything, the current weapons are ok, cept for the nades.. It took me forever to figure it out, having to press alt fire.. I was like DAFAQ :|
Oh! Yeah that reminds me, I need to make it display a "PRESS ALTFIRE TO CYCLE GRENADE TYPES" message when you use the grenades.
DevilHunter wrote: If anything, this wad is pretty fun. I might make a movie for this once I get some time alone, and can convert the videos right. Vegas keeps wanting to go online, even though its registered atm.
Sweet! Can't wait. Always nice to have more Youtube vids. That should help increase Mercenaries's notoriety. :3
DevilHunter wrote: Other then That, I love this wad.. Bout the only mod i play other then Brutaldoom sp.
Hopefully, we can make Mercenaries even more popular than Brutal Doom. MUWHAHAHAHAHA *Dr. Evil laugh*
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)
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Capt.J3
 
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#107

Post by Capt.J3 » Sun Jul 15, 2012 1:19 am

Ænima, nice looking map and Good luck on it;also Remember to look at other people's wads for ideas! By the way, Did you like the sprites that I specially made for you? (I didn't get a reply from the P.M :\) Does the L85a2 and it's grenade laucher worked fine? And also, Did you like the imp's new death motion?

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Ænima
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#108

Post by Ænima » Sun Jul 15, 2012 3:22 am

Yes I loved the L85 sprite. :3 It might need some small refinements in terms of shape and shading, though. Send it to DR_FUZZY and see if he can help. :D

And I'll include those new imp sprites in the next SST version. :p
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)
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katZune
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#109

Post by katZune » Sun Jul 15, 2012 3:23 am

ah maybe is too late but, nice job there bro' ;) ,

ah yeah i have this error:

[quote=error]LoadActors: Load actor definitions.
Script error, "mercs2-alpha1.pk3:weapons/ssg/decorate" line 1:
Parent type 'SSTSSG' not found in SSG
Script error, "mercs2-alpha1.pk3:weapons/ssg/decorate" line 4:
"weapon.preferredskin" requires an actor of type "Weapon"


Execution could not continue.

Script error, "mercs2-alpha1.pk3:weapons/ssg/decorate" line 4:
Unexpected 'SSGSkin' in definition of 'SSG'[/quote]

i did everything you said
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

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Ænima
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#110

Post by Ænima » Sun Jul 15, 2012 3:32 am

You either forgot to include SST or you're loading the wads in the wrong order.
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)
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Ænima
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#111

Post by Ænima » Sun Jul 15, 2012 7:28 pm

NEW VERSION!
http://wadtemp.fathax.com/files/mercs2-alpha2.pk3


(No new weapons or maps are included just yet, alpha2 is mostly bugfixes and balances.)

Changes:
  • alpha 2:
  • made the shellbox $50 instead of $100
  • fixed: you couldn't buy more than the non-backpack amount of ammo
  • made it so that money pickups don't respawn in multiplayer
  • reduced the vertical spread on the uzi's altfire to make it better for crowd-control
  • increased the weedsphere pickup sound volume cuz it didn't seem loud enough
  • made the p228 slightly more accurate
  • altered the clusternade sprite to distinguish it from the fragnade
  • made grenadeweapon undroppable
  • fixed the "tutorial" messages
  • increased the ak-47 raise speed
  • m16 now clicks when clip is empty
---------------------------------------------------------

I have also begun work on the Mercenaries HQ!

Image

Image

Image
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

Capt.J3
 
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#112

Post by Capt.J3 » Sun Jul 15, 2012 8:05 pm

HOly shit! You started alreadyy?? o.O Good luck on it! By the way, will my L85a2 be added in the next update?? :D
Last edited by Capt.J3 on Sun Jul 15, 2012 8:06 pm, edited 1 time in total.

Llewellyn
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#113

Post by Llewellyn » Mon Jul 16, 2012 2:23 pm

katZune wrote: ah maybe is too late but, nice job there bro' ;) ,

ah yeah i have this error:
error wrote:LoadActors: Load actor definitions.
Script error, "mercs2-alpha1.pk3:weapons/ssg/decorate" line 1:
Parent type 'SSTSSG' not found in SSG
Script error, "mercs2-alpha1.pk3:weapons/ssg/decorate" line 4:
"weapon.preferredskin" requires an actor of type "Weapon"


Execution could not continue.

Script error, "mercs2-alpha1.pk3:weapons/ssg/decorate" line 4:
Unexpected 'SSGSkin' in definition of 'SSG'
i did everything you said
For anyone having problems make a text file with this in it:

Code: Select all

@echo off

set ZandronumDirectory=

start %ZandronumDirectory%zandronum.exe -file "skulltag_actors.pk3" -file "skulltag_data.pk3" -file "sst_v1.4rc3.pk3" -file "mercs2-alpha2.pk3"
You can either fill in the directory like this:

Code: Select all

set ZandronumDirectory=C:/Zandronum/
Rename it from .txt to .bat and launch it from anywhere OR just put it in the folder with Zandronum and your wads. (It assumes the wads and Zandronum are in the same folder.)
Last edited by Llewellyn on Mon Jul 16, 2012 2:28 pm, edited 1 time in total.

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Ænima
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#114

Post by Ænima » Mon Jul 16, 2012 3:32 pm

Perhaps I'll just include a batch file titled "CLICKMETOPLAYMERCS" or something.

Btw does anyone wanna help build the HQ?
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)
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Capt.J3
 
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#115

Post by Capt.J3 » Mon Jul 16, 2012 6:55 pm

I'll join in when I get the time, so Send it over here; I like to know what I am dealing with here! :p

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DR_FUZZY
 
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#116

Post by DR_FUZZY » Mon Jul 16, 2012 7:00 pm

Use zDoom Launcher, its awesome and works for most engines. Also make sure you're using Doom 2, it looks like you're using Doom 1 due to the SSG error.

http://zdoom.org/wiki/ZDoom_Launcher
Last edited by DR_FUZZY on Mon Jul 16, 2012 7:08 pm, edited 1 time in total.

Llewellyn
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#117

Post by Llewellyn » Mon Jul 16, 2012 7:11 pm

I made propsed change to the Uzi.

I removed several checks that take the "UziTurn" item so that the player will keep the Uzi turned sideways after reloading and cocking the gun, as well as switching weapons (added new deselect and select states.)
I tested it a bit and it should work fine. Lines changed are commented:
[Spoiler]

Code: Select all

ACTOR Uzi : DoomWeapon 20161 
{
	Decal CBulletScorch
	Inventory.PickupMessage "You got the 9MM Uzi SMG!"
	Obituary "%o was cut down by %k's 9MM Uzi SMG."
	Weapon.AmmoType		"UziBullet"
	Weapon.AmmoGive		38
	Weapon.AmmoUse		1
	Weapon.AmmoType2 	"Clip"
	Weapon.AmmoGive2 	76
	Weapon.AmmoUse2 	0
	Radius				12
	Height				12
	Weapon.Kickback 40
	Scale 0.8
	+AMMO_OPTIONAL
	+NOAUTOFIRE
	+NOALERT
     +ALT_AMMO_OPTIONAL
  Weapon.preferredSkin "PistolSkin"
	States
	{
	Spawn:
		UZIP A 10
		LOOP
	ReadyTurned:
		UZIG E 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("IsReloading",1,"Reload")
		UZIG A 0 A_JumpIfNoAmmo("Bullsh")
		LOOP
	Ready:
		UZIG A 0 A_JumpIfInventory("UziTurn",1,"ReadyTurned")
		UZIG A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("IsReloading",1,"Reload")
		UZIG A 0 A_JumpIfNoAmmo("Bullsh")
		LOOP
	Click:
		PSIG A 0 A_PlaySound("DryFire Pistol")
	Bullsh:
		UZIR A 0 A_GiveInventory("Uzineedcock", 1)
		Goto Ready
	Reload:
		TNT1 A 0 A_TakeInventory("IsReloading",1)
		UZIG A 0 A_JumpIfInventory("UziBullet",38,2)
		UZIG A 0 A_JumpIfInventory("Clip",1,2)
		UZIG A 0
		Goto Ready
		UZIG A 0 A_JumpIfInventory("UziTurn",1,1)
		Goto BarMitzfa
		UZIG I 3
		NULL A 0  //REMOVED TAKE UZITURN
	BarMitzfa:
		NULL A 0
		UZIR A 3
		UZIR B 2
		UZIR B 2 A_PlayWeaponSound("uziOut")
		UZIR CD 3
		UZIR E 0 A_FireCustomMissile(SpentClip3,0,0,3,-5)
		UZIR E 8
		UZIR F 4
		UZIR A 0 A_PlayWeaponSound("uziin")
		UZIR G 6
		UZIR HI 4
	Load:
		NULL A 0
		UZIR A 0 A_TakeInventory("Clip", 1)
		UZIR A 0 A_GiveInventory("UziBullet", 1)
		UZIR A 0 A_JumpIfInventory("UziBullet",38,"Cock")
		UZIR A 0 A_JumpIfInventory("Clip",1,"Load")
		UZIR A 0
		Goto Cock
	Cock:
		UZIR A 0 A_JumpIfInventory("Uzineedcock",1,1)
		Goto Ready
		UZIR A 0 A_TakeInventory("Uzineedcock", 1)
		UZIR A 1
		UZIG A 1
		UZIC A 3
		UZIC BC 4
		UZIC D 3 A_PlayWeaponSound("uzicock")
		UZIC EF 2 A_JumpIfInventory("UziTurn",1,"ReadyTurned") //ADDED
		UZIC A 3
		Goto Ready
	Deselect:
		TNT1 A 0 A_TakeInventory("IsReloading",1)		
    		BERT D 0 ACS_ExecuteAlways(779,0, 4,0,0)
		NULL A 0 A_JumpIfInventory("UziTurn",1,"Deselect2") //CHANGED
	Deselect1:
		UZIG A 0 A_Lower
		UZIG A 1 A_Lower
		LOOP
	Deselect2: // ADDED
		UZIG H 0 A_Lower
		UZIG H 1 A_Lower
		LOOP
	Select:
    	BERT D 0 ACS_ExecuteAlways(779,0, 4,0,0)
	NULL A 0 A_JumpIfInventory("UziTurn",1,"Select2") //ADDED
	Select1:
		UZIG A 0 A_Raise
		UZIG A 1 A_Raise
		LOOP
	Select2: // ADDED
		UZIG H 0 A_Raise
		UZIG H 1 A_Raise
		LOOP
	Fire:
		TNT1 A 0 A_JumpIfInventory("IsReloading",1,"Reload")
		UZIG A 0 A_JumpIfInventory("UziTurn",1,"FireTurned")
		
		UZIG A 0 A_JumpIfNoAmmo("Reload")
		NULL A 0 A_PlayWeaponSound("UziFire1")
		NULL A 0 A_AlertMonsters
    	NULL A 0 A_SpawnItemEx ("ChaingunEcho", 0,0,0, 0,0,0, 0, 160)
		NULL A 0 BRIGHT A_FireBullets(8,8,-1,random(6,8),"SSTBulletPuff1",1)
		BERT B 0 A_FireCustomMissile("BulletCasingSpawner",0,0,8,-4)
    	G36F A 0 A_FireCustomMissile ("TracerRound", 0, 0, random(-3,3), random(-3,3))
		UZIG B 1 BRIGHT
		UZIG C 1 BRIGHT ACS_ExecuteAlways(925,0, random(20,100),0,0)
		UZIG A 0 A_JumpIfNoAmmo("Click")
		NULL A 0 A_Refire
		UZIG D 1
		NULL A 0 A_Refire
		Goto Ready
	FireTurned: // Ghetto style, hehe.
		UZIG A 0 A_JumpIfInventory("UziBullet",1,3)
		UZIG A 0 //REMOVED TAKE UZITURN
		UZIG E 3 //CHANGED FROM I TO E
		Goto Reload
		NULL A 0
		NULL A 0 A_PlayWeaponSound("UziFire2")
		NULL A 0 A_AlertMonsters
    	NULL A 0 A_SpawnItemEx ("ChaingunEcho", 0,0,0, 0,0,0, 0, 160)
		NULL A 0 BRIGHT A_FireBullets(12,2,-1,7,"SSTBulletPuff1",1)
		BERT B 0 A_FireCustomMissile("BulletCasingSpawner",0,0,4,-8)
    	G36F A 0 A_FireCustomMissile ("TracerRound", random(-1,1), 0, random(-2,2), random(-2,2))
		UZIG F 1 BRIGHT
		UZIG G 1 BRIGHT ACS_ExecuteAlways(925,0, random(100,120),0,0)
		UZIG A 0 A_JumpIfInventory("UziBullet",1,1)
		Goto Butts
		UZIG A 0
		NULL A 0 A_Refire
		UZIG H 1
		UZIG E 2
		Goto ReadyTurned
	Butts:
		PSIG A 0 A_PlaySound("DryFire Pistol")
		UZIR A 0 A_GiveInventory("Uzineedcock", 1)
		UZIG E 5  //REMOVED TAKE UZI TURN
		Goto Ready
	AltFire:
		UZIG A 0 A_JumpIfInventory("UziTurn",1,3)
		UZIG I 3
		NULL A 0 A_GiveInventory("UziTurn", 1)
		Goto ReadyTurned
		UZIG I 3
		NULL A 0 A_TakeInventory("UziTurn", 1)
		Goto Ready
	}
}

ACTOR Uzineedcock : Inventory
{
   Inventory.Amount 1
   Inventory.MaxAmount 1
}
ACTOR UziTurn : Inventory
{
   Inventory.Amount 1
   Inventory.MaxAmount 1
}


ACTOR UziBullet : Ammo 25067
{
      +IgnoreSkill
   Inventory.MaxAmount 38
}
[/spoiler]
I have no idea what the "Barmitzfa" state does but I removed the uziturn item before it...
DR_FUZZY wrote: Use zDoom Launcher, its awesome and works for most engines. Also make sure you're using Doom 2, it looks like you're using Doom 1 due to the SSG error.
The SSG decorate actor is included in Mercenaries does not rely on inheritances from Doom1 so it works fine. I just beat the entirety of Doom 1 with Mercs.
Last edited by Llewellyn on Tue Jul 17, 2012 5:07 pm, edited 1 time in total.

XutaWoo
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#118

Post by XutaWoo » Mon Jul 16, 2012 8:29 pm

You could play Hexen or Strife with this and you wouldn't get an error due to SSG inheritance. ZDoom and thus Zandronum has all the default games' actors internally, so there should never be a DECORATE inheritance error that isn't mod- or user-side.
[spoiler]Image[/spoiler]
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DevilHunter
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#119

Post by DevilHunter » Tue Jul 17, 2012 3:29 pm

Mirrored for Great Justice

Mercs2-Alpha2.zip

Enjoy :)

Btw Aenima, I was talking about Doom2, not the sst maps. The SSTmaps work just fine, but the Doom2 maps, there is nothing. And I usally end up dieing without godmode because of no ammo/weapons. Also, you should at least let them drop a weapon or 2, for those who just now join the game, so they have something other then the pistol with very lil ammo.

Llewellyn
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#120

Post by Llewellyn » Tue Jul 17, 2012 5:06 pm

DevilHunter wrote: Btw Aenima, I was talking about Doom2, not the sst maps. The SSTmaps work just fine, but the Doom2 maps, there is nothing. And I usally end up dieing without godmode because of no ammo/weapons. Also, you should at least let them drop a weapon or 2, for those who just now join the game, so they have something other then the pistol with very lil ammo.
You spawn with enough cash to buy an Uzi and 200 rounds...

There isn't reason you should die unless you're being really stingy with your cash, or you get overwhelmed (happens) and the monsters are a lot tougher too, so you can die easier. Here is a log that I made of the first half of doom2: [spoiler]Map01: Box of 9mil.
Map02: Box of 9mil. 25HP Health kit (not used until map05)
Map03: 2x Box of 9mil. Frag Grenade.
Map04: Carbine, 7x magnum rounds. Ended map with 101$.
Map05: Box of 9mil. 4x magnum rounds. Box of .556 (accident :P) Ended map with 1884$.
Map06: Bought Saiga. Frag Grenade. Berserk. Ended with 957$.
Map07: 2x Gas Grenades. Ended with 2993$. (Those arachnatrons pack quite a punch.)
Map08: 12+ Gas Grenades. 1 Cluster Grenade. 2 Frag Greandes. 2 Molitovs. 1 Mine. Bought Famas. Ended with 7252$
Map09: Died once. Bought Magnum. AWM. Armor. 2x .556. Gas Grenade. Bought SSG. Bought M16. Ended with 103$
Map10: 2x Frag Grenade. 2 Gas Grenades. A bunch of magnum ammo (forgot to count.) 2x .556 ammo. Ended with 400ish$ (? forgot to check)
Map11: Bought Ak47. 3x Box of .556. Ended with 1536$
Map12: Box of .556. Bought CX4. Bought Armor, Bought Mossberg.
Map13: Bought Uzi. 4x Medkits, 3x dogs. (Have all guns now.) Ended with 1382$.[/spoiler]
For example, I got a carbine and full ammo on map04. I could have gotten an m4 on map02... you can get guns pretty fast.

PS. The current Uzi has a bug with it's ghetto fire-mode that can cause the gun to stop firing if you fire a bullet, let go of the key, and press it again before the state completes. I can't figure out why, but I can make it stop after you're reloaded once... its so weird.
Last edited by Llewellyn on Tue Jul 17, 2012 6:44 pm, edited 1 time in total.

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