u/William_Wave

Image 1 — Strike Vector D, development news
Image 2 — Strike Vector D, development news
Image 3 — Strike Vector D, development news
Image 4 — Strike Vector D, development news

Strike Vector D, development news

Version 9 is out. New in this update:

two more pirate fighters;

one linear map and one endless map that are actually opposite sides of a single location;

grappling chain combined with shotgun as a new secret weapon;

custom HUD.

Another news is that the mod has been relocated to GameBanana: https://gamebanana.com/wips/100450 . Further updates are planned to be uploaded there instead of ModDB.

u/William_Wave — 1 day ago

Good day.

I have an idea to make a sky pirate base map for my project. The map itself is a futuristic slum hovering high above the ground, and pirates inhabiting it use more or less futuristic jet fighters for combat.

Two planes are ready: the first one is a light model equipped with shotguns for close-ranged combat, the other one is a heavier type with tank-caliber rocket launchers.

There is also a third plane planned, a minigun model that rushes at the player and explodes when its health reaches zero.

It would be awesome to add something else to this particular map, maybe another plane or a combat drone.

Share your ideas.

reddit.com
u/William_Wave — 11 days ago

Durability and shield displays on the left side, special attack energy and damage boost ones on the right side, plus weapon icons closer to the center. The cockpit frame is actually a part of the weapon sprite.

Looks raw at this point, so feel free to suggest additions and adjustments.

u/William_Wave — 14 days ago

Good day.

I have an issue with writing an ACS script for a HUD minimap. Compilation fails and the only error message shown in the error report is "function drawmap is used, but not defined".

If anyone has a guess, explain what might be wrong.

Here is the code in its current state:

#include "zcommon.acs"

script "MINIMAP" ENTER
{
    SetHudSize(640, 480, 0); 
    
    // DrawMap(x, y, width, height, stayOnScreen)
    DrawMap(0, 0, 300, 300, 1);
}
reddit.com
u/William_Wave — 15 days ago

Solved: found an alternative solution. See comments.

----------------

Good day.

I have an idea to make an object that is solid for monsters and passable for the player at the same time, something that might be used like a cover in combat.

Google suggests to use a -BLOCKPLAYERS flag which doesn't work for some reason; Slade refuses to recognize it at all. Further searching hasn't given any result yet.

This is what the code currently looks like:

ACTOR HangingCrate 10125 {
+SPAWNCEILING
+FLOAT
+NOGRAVITY
+SOLID
Height 512
Radius 384

States {

Spawn:
DUSC A 1
Loop
}
}

The object is written in Decorate for Zandronum if it matters.

reddit.com
u/William_Wave — 27 days ago

[Solved]

Good day.

Custom weapons keep switching to weapons with a higher selection order when altfired without ammo. What they have to do is to stay selected, but do not perform an attack when the altfire button is pressed.

Using an ALT_AMMO_OPTIONAL flag will not work because with it the altfire attack is still usable.

Here is an example of one weapon. Other weapons are coded in a similar way.

ACTOR GatlingStriker: Weapon Replaces Chaingun {

`+WEAPON.NOAUTOAIM`

`+WEAPON.DONTBOB`

`+WEAPON.AMMO_OPTIONAL`

`Weapon.SelectionOrder 104`

`Weapon.AmmoUse 0`

`Weapon.AmmoUse2 5`

`Weapon.AmmoGive 0`

`Weapon.AmmoType "None"`

`Weapon.AmmoType2 "N-TANK"`



`Inventory.PickupMessage "Gatlings."`



`States {`

	`Spawn:`

	`EMPT Y -1`

	`Loop`

	

	`Select:`

	`GATL F 0 A_PlaySound ("weapon/GunRaise", CHAN_WEAPON, 1.0)`

	`GATL F 0 A_Raise`

	`Loop`

	

	`Deselect:`

	`GATL C 2 A_PlaySound ("weapon/GunLower", CHAN_WEAPON, 1.0)`

	`GATL DE 2`

	`GATL F 10`

	`Goto DeselectAnim`

	

	`DeselectAnim:`

	`GATL F 0 A_Lower`

	`Loop`

	

	`Ready:`

	`GATL FED 2`

	`GATL C 2 A_AlertMonsters`

	`Goto Ready2`

	

	`Ready2:`

	`GATL A 1 A_WeaponReady`

	`Loop`

	

	`Fire:`

	`GATL A 0 A_PlaySound("weapon/GatlingStart", CHAN_WEAPON, 1.0)`

	`GATL ABA 5`

	`GATL BAB 3`

	`GATL ABA 1`

	`Goto FireAttack`

	

	`FireAttack:`

	`GATL A 0 A_GunFlash ("Flash")`

	`GATL A 0 A_PlaySound ("weapon/GatlingShot")`

	`GATL A 1 A_FireBullets (5, 2, 2, 2, "ShotGatBullet")`

	`GATL B 1`

	`GATL A 0 A_ReFire ("FireAttack")`

	`GATL B 0 A_PlaySound ("weapon/GatlingStop", CHAN_WEAPON, 1.0)`

	`GATL BAB 1`

	`GATL ABA 3`

	`GATL BAB 5`

	`Goto Ready2`

	

	`AltFire:`

	`GATL G 0 Bright A_PlaySound ("weapon/CarabineTesla", CHAN_WEAPON, 1.0)`

	`GATL G 4 Bright A_FireBullets(359, 180, 180, 15, "ShotGatBullet")`

	`GATL H 0 Bright A_PlaySound ("weapon/CarabineTesla", CHAN_WEAPON, 1.0)`

	`GATL H 4 Bright A_FireBullets(359, 180, 180, 15, "ShotGatBullet")`

	`GATL A 0 A_ReFire`

	`Goto Ready2`

	

	`Flash:`

	`GATF A 1 Bright A_Light2`

	`Goto LightDone`

`}`

}

Let me know what other solutions might help in this case.

reddit.com
u/William_Wave — 1 month ago