I couldn't find if this was asked anywhere, I think I've asked the first part before... but anyway, how do I make brand new enemies and weapons? I don't want Atomic Crisis to only have re-skinned enemies/weapons, I want to bring something new in. If you could, it'd be nice to have a decently detailed description of how to do so, I'm not so good at figuring things out on my own... Please help.
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How do I make brand new enemies and weapons?
#1 Posted 18 January 2018 - 02:13 AM
#2 Posted 18 January 2018 - 11:33 AM
Never Forgotten, on 18 January 2018 - 02:13 AM, said:
I couldn't find if this was asked anywhere, I think I've asked the first part before... but anyway, how do I make brand new enemies and weapons? I don't want Atomic Crisis to only have re-skinned enemies/weapons, I want to bring something new in. If you could, it'd be nice to have a decently detailed description of how to do so, I'm not so good at figuring things out on my own... Please help.
TBH both things are quite a bit to get into. PM me some specifics of what you're trying to do and i'll try to help.
#3 Posted 18 January 2018 - 01:01 PM
Wouldn't be better to do it in public so we all can learn? I saw this question asked lot of times before so that would help, I think.
Also (but only if you speak Spanish), there are some tutorials about weapons made by two of the EDuke 2.1.1 developers (but for the current EDuke32): http://www.dukespana...wforum.php?f=37
I put the link here because I think those are the only tutorials available. Maybe someone is interested in translate and upload them to EDuke32 Wiki tutorials section.
Also (but only if you speak Spanish), there are some tutorials about weapons made by two of the EDuke 2.1.1 developers (but for the current EDuke32): http://www.dukespana...wforum.php?f=37
I put the link here because I think those are the only tutorials available. Maybe someone is interested in translate and upload them to EDuke32 Wiki tutorials section.
#4 Posted 18 January 2018 - 01:36 PM
Making new enemies is well documented because it was part of CON scripting right from the start. Have a look at some of the classic guides: http://dukertcm.com/...uke3d-faqs-con/
Unfortunately, making new weapons can be described as an ad hoc process.
Unfortunately, making new weapons can be described as an ad hoc process.
#5 Posted 19 January 2018 - 12:46 AM
As mentioned, adding enemies isn't really anything new or that difficult. It might be easiest to start with essentially copying (not necessarily by copy/paste) an existing enemy that is the closest to what you want and modify it from there (attacks, health, movements, sounds etc).
What exactly do you mean by new weapons - to modify the existing weapon functions or have more than 10 weapons that can be held? Because there isn't a way to really define/add additional weapons (you have to sort of code an additional fire mode then go into the drawing code to make the game instead draw a different sprite than the weapon you're still in fact holding), but with EDuke32 it's easy to significantly change the existing weapons in ways that weren't possible in vanilla D3D.
What exactly do you mean by new weapons - to modify the existing weapon functions or have more than 10 weapons that can be held? Because there isn't a way to really define/add additional weapons (you have to sort of code an additional fire mode then go into the drawing code to make the game instead draw a different sprite than the weapon you're still in fact holding), but with EDuke32 it's easy to significantly change the existing weapons in ways that weren't possible in vanilla D3D.
#6 Posted 19 January 2018 - 01:12 PM
necroslut, on 19 January 2018 - 12:46 AM, said:
As mentioned, adding enemies isn't really anything new or that difficult. It might be easiest to start with essentially copying (not necessarily by copy/paste) an existing enemy that is the closest to what you want and modify it from there (attacks, health, movements, sounds etc).
What's the process of doing that?
Quote
What exactly do you mean by new weapons - to modify the existing weapon functions or have more than 10 weapons that can be held? Because there isn't a way to really define/add additional weapons (you have to sort of code an additional fire mode then go into the drawing code to make the game instead draw a different sprite than the weapon you're still in fact holding), but with EDuke32 it's easy to significantly change the existing weapons in ways that weren't possible in vanilla D3D.
I just want to be able to change the existing weapons.
#7 Posted 19 January 2018 - 01:32 PM
Again it depends on what CHANGE is. Just replacing the sprite or do you want to do other stuff like adjust damage amounts, ammo clip size, firing sounds, have alt fire, new projectile, add new con code for weapon behavior.
#8 Posted 19 January 2018 - 03:23 PM
Mark., on 19 January 2018 - 01:32 PM, said:
Again it depends on what CHANGE is. Just replacing the sprite or do you want to do other stuff like adjust damage amounts, ammo clip size, firing sounds, have alt fire, new projectile, add new con code for weapon behavior.
I can replace the sprite no problem, as well as the damage amount, ammo size, and sounds. But I'm wanting to change weapon's behavior, like making the shotgun fire twice before pumping.
#9 Posted 19 January 2018 - 04:10 PM
Perro Seco, on 18 January 2018 - 01:01 PM, said:
Wouldn't be better to do it in public so we all can learn? I saw this question asked lot of times before so that would help, I think.
Also (but only if you speak Spanish), there are some tutorials about weapons made by two of the EDuke 2.1.1 developers (but for the current EDuke32): http://www.dukespana...wforum.php?f=37
I put the link here because I think those are the only tutorials available. Maybe someone is interested in translate and upload them to EDuke32 Wiki tutorials section.
Also (but only if you speak Spanish), there are some tutorials about weapons made by two of the EDuke 2.1.1 developers (but for the current EDuke32): http://www.dukespana...wforum.php?f=37
I put the link here because I think those are the only tutorials available. Maybe someone is interested in translate and upload them to EDuke32 Wiki tutorials section.
The tutorials I wrote back then are awfully outdated but still useful to learn a way of creating multiple weapons per slot. I really need to find some time to update them with the latest iteration of my subweapon code with most bugs squashed and proper widescreen support.
Still, the best way to learn how to draw weapons on the screen is studying the weapons.sample.con bundled with eduke32 itself.
But since the goal is to make simple changes to the default weapons this is where yo need to look at: http://wiki.eduke32....efined_gamevars
#10 Posted 19 January 2018 - 04:26 PM
Never Forgotten, on 19 January 2018 - 01:12 PM, said:
What's the process of doing that?
Hendricks266, on 18 January 2018 - 01:36 PM, said:
Making new enemies is well documented because it was part of CON scripting right from the start. Have a look at some of the classic guides: http://dukertcm.com/...uke3d-faqs-con/
#11 Posted 19 January 2018 - 10:51 PM
I blame my job, which has been sucking the life right out of me, for me overlooking that... I'll give it a look when I get home.
#12 Posted 30 March 2018 - 09:52 PM
Could someone help me with making new weapons? I've been trying to figure it out, but a lot of it goes over my head... or maybe I'm just impatient, either way, I want to know how to make different weapons, in terms of behavior. Like, having the mighty foot, but then, instead of the pistol, having fists, and weapons like throwing knives. Is there a way to do that with Duke 3D?
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