egap98 Posted April 6, 2021 I'm creating a new weapon for classic Doom. A Nuke Launcher! Essentially it's a super powerful rocket launcher that uses 25 Rocket ammo but does 20x damage compared to the rocket launcher. The sources for the sprites are Midway and 3D Realms. 0 Share this post Link to post
Simomarchi Posted April 9, 2021 The sprite is awsome, but I've a couple of question regardinig it's behaviour. Is the splash damage area bigger? I'm asking this because if this is not the case what's the point of using it and not the RL having that it uses 25 ammo for a 20 rockets damage output (other than the highest DPS)? How long is the charging animation? I think that you should think really carefully about using this weapon, so I hope that it has a really slow charge time to make the player think before pressing the fire button. I've also some doubts regarding the damage. A BFG shot is capable of one-shotting a spider mastermind at point blank. Will this weapon be able to do the same but as a ranged alternative? If this is the case, have you developed this weapon with the intention for it to be used along with an even higher tier of custom enemies? Other than that I'm waiting for the final result because I'm searching exactly for this kind of weapon (maybe with a custom ammo because I don't won't to worry about the balancing of normal rockets). 0 Share this post Link to post
egap98 Posted April 10, 2021 (edited) don't know when i intend on releasing this weapon lol Edited April 10, 2021 by egap98 : forgot how to reply 0 Share this post Link to post
egap98 Posted April 10, 2021 2 hours ago, Simomarchi said: The sprite is awsome, but I've a couple of question regardinig it's behaviour. Is the splash damage area bigger? I'm asking this because if this is not the case what's the point of using it and not the RL having that it uses 25 ammo for a 20 rockets damage output (other than the highest DPS)? How long is the charging animation? I think that you should think really carefully about using this weapon, so I hope that it has a really slow charge time to make the player think before pressing the fire button. I've also some doubts regarding the damage. A BFG shot is capable of one-shotting a spider mastermind at point blank. Will this weapon be able to do the same but as a ranged alternative? If this is the case, have you developed this weapon with the intention for it to be used along with an even higher tier of custom enemies? Other than that I'm waiting for the final result because I'm searching exactly for this kind of weapon (maybe with a custom ammo because I don't won't to worry about the balancing of normal rockets). couldn't figure out how to actually expand the blast zone so i just made the projectile do a ton of damage, it can one-shot a cyberdemon and higher so yes, this is meant for higher tier custom enemies. i can send over the DECORATE file for this if you'd like to take a look. 0 Share this post Link to post
Simomarchi Posted April 10, 2021 I'm not all that informed about decorate and new actors, I can only do some basic editing with inheritance. So if you want you can post your code here but I can't guarantee that I will be able to help you or even understand how does your weapon work. Regarding the blast radius there is a weapon on Realm667 that is free to download and is called "Nuclear Missile Launcher". If you have any doubts I suggest to download it and look how does it works since it is very similar to your own idea. 0 Share this post Link to post
thelazyqdude Posted April 10, 2021 Reference the ZDOOM Wiki's decorate until you learn. Send the code here and I think I could improve on it. 0 Share this post Link to post
egap98 Posted April 11, 2021 On 4/10/2021 at 1:07 PM, thelazyqdude said: Reference the ZDOOM Wiki's decorate until you learn. Send the code here and I think I could improve on it. ACTOR Nuke { Radius 11 Height 8 Speed 200 Damage 2500 Projectile +RANDOMIZE +DEHEXPLOSION +ROCKETTRAIL SeeSound "weapons/rocklf" DeathSound "weapons/rocklx" Obituary "$OB_MPROCKET" // "%o died to %k's Nuke." States { Spawn: MISL A 1 Bright Loop Death: MISL B 8 Bright A_Explode MISL B 1 Bright A_Explode MISL B 1 Bright A_Explode MISL B 1 Bright A_Explode MISL B 1 Bright A_Explode MISL B 1 Bright A_Explode MISL C 6 Bright MISL D 4 Bright Stop } } ACTOR NukeLauncher : DoomWeapon 25453 { Weapon.SelectionOrder 2500 Weapon.AmmoUse 25 Weapon.AmmoGive 8 Weapon.AmmoType "RocketAmmo" +WEAPON.NOAUTOFIRE Inventory.PickupMessage "You got the Nuke-Launcher!" Tag "$TAG_ROCKETLAUNCHER" Weapon.SlotNumber 5 States { Ready: NUKE A 1 A_WeaponReady Loop Deselect: NUKE A 1 A_Lower Loop Select: NUKE A 1 A_Raise Loop Fire: NUKE B 8 A_GunFlash NUKE B 12 A_FireCustomMissile("Nuke") NUKE B 0 A_ReFire Goto Ready Flash: NUKF A 3 Bright A_Light1 NUKF B 4 Bright NUKF CD 4 Bright A_Light2 Goto LightDone Spawn: NUKL A -1 Stop } } 0 Share this post Link to post