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This is frikkin awesome.
However, I can't utilise ZSCRIPT. I have no idea how to add something like this to my maps. I'm a novice with ZSCRIPT.
Any chance you could do one with Decorate?
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Ready:
TNT1 A 0 A_JumpIfNoAmmo("ReadyNoAmmo");
CBWA A 1 A_WeaponReady(WRF_ALLOWRELOAD);
Loop;
ReadyNoAmmo:
CBWA V 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWRELOAD);
Loop;
Reload:
TNT1 A 0 A_JumpIfInventory("MagDarts", 25, "WindDown");
TNT1 A 0 A_JumpIfInventory("DartAmmo", 1, "Reload1");
CBWA V 1 A_JumpIfInventory("MagDarts", 1, "Ready");
Goto NoAmmo;
NoAmmo:
TNT1 A 0 A_StartSound("acrossbow/load", CHAN_WEAPON, 0, 1.0, 1.0, 1.2);
TNT1 A 0 A_Print("You run out of darts.");
Goto Ready;
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This is a nice weapon, but needs some polishing.
There needs to be an ammo counter for both types of ammunition, you need to add DartAmmo as its second ammo type.
When I run out of darts the weapon stays on a state that doesn't allow me to switch out until I pick up some ammo. Instead of getting stuck in the NoAmmo state, it should stay on a different Ready state that doesn't allow firing, but allows reloading, like this:
For the arrows that get stuck on the walls, why do they have a chance to fail appearing?
The dart projectiles need to inherit from FastProjectile , to avoid aiming issues.
Also the game can crash if you destroy a Suit of Armor .
For the sprites, the hand graphics could fit with the Cleric from Hexen, but if this is supposed to be used in Doom, it should have the same color of gloves as the marine, or use gloveless hands (like Blood or Duke's hands, or even your own)
The dart sprite names clashes with the Darts from Hexen.
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IDRT A 1050;
Goto Death;
Actually I don't really know what game I should aim, I dumbly converted the sprites to doom palette cause at first I wasn't thinking about releasing it here.
Do you suggest to go for Hexen or Heretic? (I definitely don't think it would fit in Doom except for specific mods perhaps).
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I think the fail chance of appearing should go, if performance is what worries you then you should just let them stay a long time (like 30 seconds, or maybe more) until they enter their death states:
IDRT A 1050; Goto Death;
The message should not have a fade in animation, and needs to be placed more to the lower center, so it doesn't get covered by pickup messages
In my opinion, I don't think this could fit a game in specific, so using gloveless hands should be the best option, otherwise, use Doom hands (if you can do both, it would be even better)
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