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The Uber Chaingunner

  • doomedarchviledemon
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6 years 4 months ago - 5 years 2 months ago #1 by doomedarchviledemon
The Uber Chaingunner was created by doomedarchviledemon
Name: Uber Chaingunner
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
Last edit: 5 years 2 months ago by doomedarchviledemon.

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6 years 2 months ago #2 by ark
Replied by ark on topic The Uber Chaingunner
I just tried and them and they are pretty cool, i like the high pressure they apply, very good for high tier zombie placings. I might use them in my project for a dark underground lab, they can be intimidating in narrow corridors with windows on the sides.

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6 years 2 months ago #3 by Yugiboy85
Replied by Yugiboy85 on topic The Uber Chaingunner
Heya, awesome chaingunner design.

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 :D

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6 years 1 month ago #4 by Blue Shadow
Replied by Blue Shadow on topic The Uber Chaingunner
I'm not sure I want to play a mod with this thing in it (chaingunners are annoying enough), but it's pretty cool, nonetheless. Here are a few things I found:

  • 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
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5 years 9 months ago #5 by doomedarchviledemon
Replied by doomedarchviledemon on topic The Uber Chaingunner

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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5 years 9 months ago #6 by Blue Shadow
Replied by Blue Shadow on topic The Uber Chaingunner
  • 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
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5 years 7 months ago #7 by doomedarchviledemon
Replied by doomedarchviledemon on topic The Uber Chaingunner
This has now been updated.

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5 years 5 months ago #8 by Blue Shadow
Replied by Blue Shadow on topic The Uber Chaingunner
This is still not addressed:

I wrote:

  • You only need to call A_NoBlocking once per death state sequence.

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.

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  • doomedarchviledemon
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5 years 3 months ago #9 by doomedarchviledemon
Replied by doomedarchviledemon on topic The Uber Chaingunner
Whoops, this should be addressed now.

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5 years 3 months ago #10 by Blue Shadow
Replied by Blue Shadow on topic The Uber Chaingunner

doomedarchviledemon wrote: Whoops, this should be addressed now.

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.

Also, if the monster is gibbed, it doesn't play the gibbed sound .

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