I think I like this better than the initial version. Here are a few notes:
- This is from the INFO lump:
You don't restore 5 percent/points of health per hit. What you restore is the damage you dealt multiplied by 5.Health Regenerates only when damaging/killing enemies up to 300%. +5% per hit.- If you die while the powerup is active, the screen shaking and screaming continue.
- I noticed that you're setting the volume of the powerup's use sound to 200. The sound volume in A_PlaySound is a multiplier which goes from 0 to 1.0. Setting it to higher values makes no sense, and all it does is confuse people who might look at your code.
- I'd suggest making the use sound have normal attenuation as opposed to none. It doesn't make much sense and is rather annoying to hear another player's screams in my ears while I'm on the other side of the map.
- Why does the morph flash play the screaming sound, too?
Fire:
TNT1 A 0 A_JumpIfInventory("FistSwap", 1, "LeftPunch")
PUCH A 3 A_Playsound("InsanityPunch/Swing1",Chan_Weapon)
PUCH B 2
PUCH L 2 A_CustomPunch(20*Random(1,20),True,CPF_PULLIN,"BulletPuff",64,1,200,"ArmorBonus","InsanityPunch/Impact1")
PUCH C 2
PUCH M 2
PUCH D 2
PUCH N 2
PUCH E 2
PUCH R 2
TNT1 A 0 A_GiveInventory("FistSwap",1)
PUCH K 3 A_ReFire
goto Ready
LeftPunch:
PUCH F 3 A_Playsound ("InsanityPunch/Swing",Chan_Weapon)
PUCH G 2
PUCH O 2 A_CustomPunch(20*Random(1,20),True,CPF_PULLIN,"BulletPuff",64,1,200,"ArmorBonus","InsanityPunch/Impact1")
PUCH H 2
PUCH P 2
PUCH I 2
PUCH Q 2
PUCH J 2
TNT1 A 0 A_TakeInventory("FistSwap",1)
PUCH K 3 A_ReFire
goto Ready
}
}
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I personally feel you made a hasty decision about throwing out the screaming; now the powerup lost the whole "insanity" theme to it. I know, the screen shaking had to go since as far as I know, there isn't a way to cancel a quake. On the other hand, the screaming can be canceled.
That's what I think. However, if you feel happier with this new version and more confident, then I'm not going to argue. After all, the powerup still works as advertised.
Actor InsanitySphere : CustomInventory 15087
{
//$Category Powerups
//$Title Insanity Sphere
//$Sprite MNIKF0
Game Doom
+COUNTITEM
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.FANCYPICKUPSOUND
Inventory.PickupMessage "Insanity finally takes over!"
Inventory.PickupSound "misc/p_pkup" //Disable Inventory.PickupSound if using "InsanitySphere/Use"
Inventory.Icon "MNIKA0"
States
{
Spawn:
MNIK AABBCCDD 3 Bright
MNIK EEFFGGHH 3 Bright
Loop
Pickup:
TNT1 A 0 A_PlaySound("InsanitySphere/Use",Chan_Body,0.7,0,ATTN_NONE) //InsanitySphere/Start for D3BERS01
TNT1 A 0 A_GiveInventory("PowerStrength")
/*Berserk's Strength doesn't change Custom punches,
you are given the Berserk's Bonus Punch Damage for the
rest of the level when this Morph wears off*/
TNT1 A 0 A_GiveInventory("InsanityProtection")
TNT1 A 0 A_GiveInventory("InsanityStart")
/*TNT1 A 1020*
TNT1 A 0 A_PlaySound("InsanitySphere/Half",Chan_Body,0.7,0,ATTN_NONE)
TNT1 A 1020
TNT1 A 0 A_PlaySound("InsanitySphere/End",Chan_Body,0.7,0,ATTN_NONE)
*Attempted 25-30 second Delays to play optional Screams edited/split to
reduce noise overload (from the original DOOM3BER), reduce file size (if kept).
To Show Start (Pick up, this is a lot shorter than DOOM3BER), midway
(30 seconds in purely for Immersive purposes) & the End (when The Player
Calms Down). Any attempt to add A_PlaySound/PlaySoundEX on either Morph
sequence fails. In this part of the decorate, regardless of Delay the sounds
play instantly one after the other.
Notes & marked out/failed Decorate will be removed on final submission.*/
Stop
}
}
Actor InsanityPlayer : DoomPlayer
{
Speed 1.00
Health 200
Radius 16
Height 56
Mass 100
Player.MorphWeapon "RageFist"
-PICKUP
/*States
{
Death:
TNT1 A 0 A_StopSound(7)
PLAY H 10
PLAY I 10 A_PlayerScream
PLAY J 10 A_NoBlocking
PLAY KLM 10
PLAY N -1
Stop
XDeath:
TNT1 A 0 A_StopSound(7)
PLAY O 5
PLAY P 5 A_XScream
PLAY Q 5 A_NoBlocking
PLAY RSTUV 5
PLAY W -1
Stop
}*/
}
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So I decided to take a stab at this, and made some modifications to the code:
- With the power of ZScript, I created a powerup which handles the scream sounds.
- When the player dies, their screams now stop.
- Ditched the morphing system (for the best).
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Checking the latest version, I noticed that you didn't make any changes to the item. Does that mean you're happy with it as it is?
The item appears too big in game. The sphere part of the sprite lacks shading to make it look like a sphere and not a circle.
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How about using the sprites of the partial invisibility sphere from Doom64 as a base?
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