The Uber Chaingunner
- doomedarchviledemon
- Topic Author
- Pain Elemental
- Posts: 251
Difficulty: Medium
Connections: Heavy Weapon Dude
Summon: Uberchain
Melee: No
Distance: Fast Projectile
Type: Zombie
Brightmaps: No
Added States: No
ACS: No
Submitted: TheDoomedArchvile
Decorate: TheDoomedArchvile
GLDEFS: TheDoomedArchvile
Sounds: Doom, Bulletstorm
Sprites: HorrorMovieGuy, Touhou Hisouten - Scarlet Weather Rhapsody
Idea Base: More powerful Chaingunner
Description: If you didn't hate the chaingunners already, this beefy zombie will surely make you see red in no time. With added armor and a bigger gun, this zombie can take more abuse and dish it out twice as hard. Luckily the heavy gun slows it down a bit more and it leaves itself wide open when it stops firing. Take that window and send it back to hell!
Uber Chaingunner
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- ark
- Dark Imp
- Posts: 10
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- Yugiboy85
- Zombieman
- Posts: 1
If possible, I would like to use the spriteset to replace the chaingunner in my "man on the moon" map. I was eagerly awaiting for a perfect fit for that pesky chaingunner and yours came at the right time and, is the perfect fit
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- Blue Shadow
- Administrator
- Posts: 1129
- The monster lacks A_NoBlocking calls in all of its death states.
- The "Sight", "Death" and "Bullets" sounds should be prefixed with "UCHAIN/", much like the other sounds. This so as to make them more associated with the monster.
- No Raise state? Intentional?
- Is there a reason why the Tracer and UberTracer classes are separated, instead of being combined into one class?
- Make sure the tracer's death state sequence last at least for one tic before the tracer itself is removed from the game (this is something one should do, generally).
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- doomedarchviledemon
- Topic Author
- Pain Elemental
- Posts: 251
If possible, I would like to use the spriteset to replace the chaingunner in my "man on the moon" map.
I'm not the one to ask for using the sprite set. That question would be for HorrorMovieGuy.
All feedback issues have been addressed in this update.
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- Blue Shadow
- Administrator
- Posts: 1129
- You only need to call A_NoBlocking once per death state sequence.
- The "Sight", "Death" and "Bullets" sounds haven't been changed as suggested. Change them to "UCHAIN/Sight", "UCHAIN/Death" and "UCHAIN/Bullets", respectively.
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- doomedarchviledemon
- Topic Author
- Pain Elemental
- Posts: 251
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- Blue Shadow
- Administrator
- Posts: 1129
Aside from needlessly calling the function beyond the first call, if a modder decides to make the monster drop an item, that item will be dropped as many times as that function is called, which in most cases isn't desirable or intended by the modder.I wrote:
- You only need to call A_NoBlocking once per death state sequence.
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- doomedarchviledemon
- Topic Author
- Pain Elemental
- Posts: 251
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- Blue Shadow
- Administrator
- Posts: 1129
Unfortunately, it's not. Now only in the Death state A_NoBlocking is called (and it's still called multiple times, instead of once). It is needed to be called in OtherDeath and XDeath states, too.doomedarchviledemon wrote: Whoops, this should be addressed now.
Also, if the monster is gibbed, it doesn't play the gibbed sound .
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