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밑에 분 보니, 멋진 무기 팩에다가, 키보드로 G키를 누르면, 수류탄이 나가게 설정해놓으셨던데,
저는 프로래밍 언어를 몰라서, 아무리 해보려고 해도 안되네요.
제 2번키 누르면 나오는 기본 소총하고, 수류탄인데, (브루탈 둠에 있는 거),
이거 매번 무기 변경하려니, 너무 번거롭고 힘든데, 저도 G키를 누르면,
밑에 총기셋처럼 제 수류탄 던지고, 다시 소총 자동으로 잡고 있게 좀 수정해주시면 감사하겠습니다.
여기 능력자 분들 많은 것 같은데, 능력자 분들의 도움 간절히 바래봅니다.
//// --------------------------------------------------------------------------
//
// Rifle
//
// --------------------------------------------------------------------------
ACTOR Rifle : Weapon Replaces Pistol
{
Weapon.AmmoUse1 0
Weapon.AmmoGive1 10
Weapon.AmmoUse2 0
Weapon.AmmoGive2 0
Weapon.AmmoType1 "AmmoRifle"
Weapon.AmmoType2 "RifleAmmo"
Obituary "%o was shot down by %k's assault rifle."
AttackSound "None"
Inventory.PickupSound "CLIPIN"
Inventory.Pickupmessage "You got the Assault Rifle!"
+WEAPON.WIMPY_WEAPON
+WEAPON.NOAUTOAIM
+WEAPON.NOALERT
+WEAPON.NOAUTOFIRE
Scale 0.9
States
{
PickUp:
TNT1 A 0 A_Playsound("PICKUPONELINER")
TNT1 A 0
Stop
Steady:
TNT1 A 1
Goto Ready
Ready:
TNT1 A 1 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 A_PlaySound("CLIPIN")
RIFS ABC 1
TNT1 AAAAAAAA 0
TNT1 A 0 //A_JumpIfInventory("RifleAmmo",1,2)
//Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
RIFG A 4 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
RIFG A 4 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
RIFG A 4 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
RIFG A 4 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
RIFG A 4 A_WeaponReady
//TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter", random(-2,2), 0, -1, 0)
Goto Ready+9
Ready2:
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
RI2G A 2 A_WeaponReady
Loop
Deselect:
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
//RIFS CBA 1
TNT1 A 0 A_Takeinventory("ADSmode",1)
TNT1 A 1 A_Lower
Wait
Select:
TNT1 A 0 A_Takeinventory("FistsSelected",1)
TNT1 A 0 A_Takeinventory("SawSelected",1)
TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
TNT1 A 0 A_Takeinventory("SSGSelected",1)
TNT1 A 0 A_Takeinventory("MinigunSelected",1)
TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
TNT1 A 0 A_Takeinventory("BFGSelected",1)
TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
TNT1 A 0 A_Takeinventory("RailGunSelected",1)
TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
TNT1 A 0 A_Takeinventory("FlameCannxxonSelected",1)
TNT1 A 0 A_Takeinventory("HasBarrel",1)
TNT1 A 0 A_Raise
Wait
Fire:
TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
TNT1 A 0 A_PlaySound("weapons/pistol")
//TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
RIFF A 1 BRIGHT A_AlertMonsters
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
RIFF B 1 BRIGHT A_FireBullets (2, 2, -1, 9, "HitPuff")
RIFF A 0 A_FireCustomMissile("Tracer", random(-2,2), 0, -1, 0)
//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
TNT1 A 0 A_Takeinventory("RifleAmmo",1)
RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,8,-9)
RIFG A 2
RIFG A 1 A_Refire
RIFG A 7 A_WeaponReady(1)
Goto Ready+6
Fire2:
TNT1 A 0 A_PlaySound("weapons/rifle")
//TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
RI2G A 0 A_AlertMonsters
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
RI2F A 1 BRIGHT A_FireBullets (0.1, 0.1, -1, 9, "HitPuff")
RI2F A 0 BRIGHT A_FireCustomMissile("Tracer", 0, 0, -1, 0)
//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
TNT1 A 0 A_Takeinventory("RifleAmmo",1)
RI2F B 1 A_WeaponReady(1)
TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",-2,0,8,0)
RI2F C 1 A_WeaponReady(1)
RI2F B 0
RI2G A 2 A_WeaponReady(1)
TNT1 A 0 A_Refire
RI2G A 10 A_WeaponReady(1)
RI2G A 0
Goto Ready2
AltFire:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("Zoomed",1,8)
TNT1 A 0 A_Giveinventory("Zoomed",1)
TNT1 A 0 A_Giveinventory("GoSpecial",1)
TNT1 A 0 A_ZoomFactor(2.3)
TNT1 A 0 A_Giveinventory("ADSmode",1)
RIFZ AB 1
Goto Ready2
TNT1 AAAAAA 0
RIFZ BA 1
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
Goto Ready+6
NoAmmo:
RIFG A 1 A_PlaySound("weapons/empty")
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
Goto Ready+12
Reload:
RIFG A 1 A_WeaponReady
TNT1 A 0 A_Takeinventory("Reloading",1)
TNT1 A 0 A_Takeinventory("ADSmode",1)
TNT1 A 0 A_JumpIfInventory("RifleAmmo",30,46)
TNT1 A 0 A_JumpIfInventory("AmmoRifle",1,3)
Goto NoAmmo
TNT1 AAA 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_PlaySound("Reload")
TNT1 A 0 A_GiveInventory ("Pumping", 1)
TNT1 A 0 A_Takeinventory("Reloading",1)
RIFR ABCDE 1 A_JumpIfInventory("Kicking",1,"DoKick")
RIFR F 1 A_FireCustomMissile("EmptyClipSpawn",-5,0,8,-4)
RIFR GGGGGGGGGGHIKLMMMMMNOPQRST 1 A_JumpIfInventory("Kicking",1,"DoKick")
InsertBullets:
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("RifleAmmo",30,15)
TNT1 A 0 A_JumpIfInventory("AmmoRifle",1,3)
Goto Ready+6
TNT1 AAAAAA 0
TNT1 A 0 A_Giveinventory("RifleAmmo",1)
TNT1 A 0 A_Takeinventory("AmmoRifle",1)
Goto InsertBullets
TNT1 AAAAAAAAAA 0
TNT1 A 0 A_Takeinventory("Reloading",1)
Goto Ready+6
TNT1 AAAA 0
TNT1 A 0 A_Takeinventory("Reloading",1)
Goto Ready+6
Spawn:
RIFL A -1
Stop
DoKick:
TNT1 A 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
NULL A 0 A_JumpIf (momZ > 0, "AirKick")
NULL A 0 A_JumpIf (momZ < 0, "AirKick")
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 SetPlayerProperty(0,1,0)
KICK BCD 1
//TNT1 A 0 A_Custompunch(4,0,1,"KickPuff")
RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
KICK H 4
KICK A 0 A_Takeinventory("Kicking",1)
KICK IGFEDCBA 1
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 SetPlayerProperty(0,0,0)
Goto Ready+6
BerserkerKick:
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 SetPlayerProperty(0,1,0)
KICK ABCDEFG 1
RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
KICK H 3
KICK A 0 A_Takeinventory("Kicking",1)
KICK IGFEDCBA 1
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 SetPlayerProperty(0,0,0)
Goto Ready+6
AirKick:
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 A_Recoil (-6)
KICK JKLMN 1
RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
KICK O 3
KICK A 0 A_Takeinventory("Kicking",1)
KICK PQRST 2
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
Goto Ready+6
SuperAirKick:
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 A_Recoil (-6)
KICK JKLMN 1
RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
KICK O 3
KICK A 0 A_Takeinventory("Kicking",1)
KICK PQRST 2
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
Goto Ready+6
Taunt:
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 5
FUCK A 2
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
FUCK B 2 A_PlaySound("FUCK", 1)
FUCK C 2 A_AlertMonsters
FUCK D 15 A_Takeinventory("Taunting",1)
FUCK CBA 5
TNT1 A 5
Goto Ready
Salute:
TNT1 A 0 SetPlayerProperty(0,1,0)
TNT1 A 0 A_ALertMonsters
SALU ABCDEDCDEDCDEDCBA 4
TNT1 A 0 A_TakeInventory("Salute1",1)
TNT1 A 0 A_TakeInventory("Salute2",1)
TNT1 A 0 SetPlayerProperty(0,0,0)
Goto Ready
}
}
Actor Zoomed : Inventory
{
inventory.maxamount 1
}
///---------------------------------------------------------------
// HAND GRENADE
///---------------------------------------------------------------
// Hand Grenades \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
// Sprites by Necronixxus, WildWeasel, and Xaser, Edited by Sergeant_Mark_IV
// Scripts By Sergeant_Mark_IV
ACTOR HandGrenades : DoomWeapon
{
Weapon.AmmoUse1 1
Weapon.AmmoGive1 5
Weapon.AmmoUse2 1
Weapon.AmmoGive2 0
Weapon.AmmoType1 "AmmoGrenades"
Weapon.AmmoType2 "GuardBotAmmo"
Obituary "%o was shreded by %k's grenade."
AttackSound "None"
Inventory.PickupSound "AmmoAPIN"
Inventory.Pickupmessage "You got a Frag Grenade!"
+WEAPON.NOAUTOAIM
+WEAPON.NOALERT
+WEAPON.NOAUTOFIRE
//+INVENTORY.UNDROPPABLE
Scale 0.5
States
{
Ready:
GRWG A 1 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
Loop
Deselect:
TNT1 A 0
TNT1 A 1 A_Lower
Wait
Select:
GRWG A 1 A_Raise
Loop
Fire:
GRWF ABCDEFGHIJK 1
TNT1 A 0 A_PLaySound ("GRNPIN")
GRWF LMNOPQR 1
Hold:
TNT1 A 1
TNT1 A 1 A_Refire
TNT1 A 0 A_PLaySound ("GRNTOSS")
TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-3,3), 1, 0, 0, 0, 0)
GRWF STUVW 2
TNT1 A 10
Goto Ready
Spawn:
GRND H -1
Stop
DoKick:
TNT1 A 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
NULL A 0 A_JumpIf (momZ > 0, "AirKick")
NULL A 0 A_JumpIf (momZ < 0, "AirKick")
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 SetPlayerProperty(0,1,0)
KICK BCD 1
RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
KICK H 4
KICK A 0 A_Takeinventory("Kicking",1)
KICK IGFEDCBA 1
TNT1 A 0 SetPlayerProperty(0,0,0)
Goto Ready
BerserkerKick:
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 SetPlayerProperty(0,1,0)
KICK ABCDEFG 1
RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
KICK H 3
KICK A 0 A_Takeinventory("Kicking",1)
KICK IGFEDCBA 1
TNT1 A 0 SetPlayerProperty(0,0,0)
Goto Ready
AirKick:
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 A_Recoil (-6)
KICK JKLMN 1
RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
KICK O 3
KICK A 0 A_Takeinventory("Kicking",1)
KICK PQRST 2
Goto Ready
SuperAirKick:
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 A_Recoil (-6)
KICK JKLMN 1
RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
KICK O 3
KICK A 0 A_Takeinventory("Kicking",1)
KICK PQRST 2
Goto Ready
Taunt:
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 5
FUCK A 2
FUCK B 2 A_PlaySound("FUCK", 1)
FUCK C 2 A_AlertMonsters
FUCK D 15 A_Takeinventory("Taunting",1)
FUCK CBA 5
TNT1 A 5
Goto Ready
Salute:
TNT1 A 0 SetPlayerProperty(0,1,0)
TNT1 A 0 A_ALertMonsters
SALU ABCDEDCDEDCDEDCBA 4
TNT1 A 0 A_TakeInventory("Salute1",1)
TNT1 A 0 A_TakeInventory("Salute2",1)
TNT1 A 0 SetPlayerProperty(0,0,0)
Goto Ready
}
}
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첫댓글 그런데 수류탄을 던지는 sprite가 없다면 사실상 던질수는 있으나 던지는 장면은 나올수가 없답니다.
인벤토리 정의도 필요하구요...
데코레이트 함수공부를 좀 꾸준히 하신다면 아마 저처럼 그냥 모드자체를 만드실수있을겁니다.
근데 개발하는것도 좋고 배우는것도 좋지만 게시판 취지는 지키는게 좋을것같네용 ㅎㅎ..