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Explosive Super Shotgun

  • Salahmander
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5 years 4 months ago - 3 years 11 months ago #1 by Salahmander
Explosive Super Shotgun was created by Salahmander
Name: Explosive Super Shotgun Class: 3Type: HitscanPalette: OtherSummon: ExplosiveSuperShotgunAmmo Type: ShellAltfire: NoPowered Mode: NoSubmitted: SalahmanderDecorate: SalahmanderSprites: Eriance/AmuscariaSounds: FreedoomFires Explosive Hitscan Pellets.
Last edit: 3 years 11 months ago by Salahmander.

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  • Blue Shadow
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5 years 1 month ago #2 by Blue Shadow
Replied by Blue Shadow on topic Explosive Super Shotgun
  • The weapon needs its own custom ammunition, since it's even more powerful than the super shotgun, which is arguably, an overpowered weapon. I'd imagine its ammunition would be scarce in maps, and not as abundant as the shotgun shells.
  • The puffs look a little boring. They could do with some other sprites than the scaled-down rocket explosion ones.
  • The sprites should be converted to PNG.
  • The submission template for info and credits was update some time ago. Make sure the INFO and CREDITS lumps confirm to that.

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  • Salahmander
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5 years 1 month ago #3 by Salahmander
Replied by Salahmander on topic Explosive Super Shotgun
Cheers for the feedback, will get to work with it when I can.

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5 years 3 days ago #4 by Salahmander
Replied by Salahmander on topic Explosive Super Shotgun
Sorry about the delay, had some RL issues I needed to tend to, but I have made the changes you've suggested.

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4 years 5 months ago #5 by Salahmander
Replied by Salahmander on topic Explosive Super Shotgun
Hey wondering if there is anything else I need to address with this?

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  • Gothic
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4 years 5 months ago #6 by Gothic
Replied by Gothic on topic Explosive Super Shotgun
Don't forget the GLDEFS for the puff, and decals for them.

And this is a matter of opinions, but I wish there could be better sprites for an explosive shotgun, old Demon Eclipse sprites had those black outlines that made them look more cartoonish.

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  • Blue Shadow
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3 years 11 months ago #7 by Blue Shadow
Replied by Blue Shadow on topic Explosive Super Shotgun
I could approve and add this now, but If the author is willing to do this...

Gothic wrote: Don't forget the GLDEFS for the puff, and decals for them.


... in addition to giving the weapon a name tag. I could wait.

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3 years 11 months ago #8 by Salahmander
Replied by Salahmander on topic Explosive Super Shotgun
Yeah I can add them in.

What do you mean by name tag BTW?

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  • Blue Shadow
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3 years 11 months ago #9 by Blue Shadow
Replied by Blue Shadow on topic Explosive Super Shotgun
In the weapon's code, use the Tag actor property like so:

Code:
ACTOR ExplosiveSuperShotgun : Weapon { // ... Tag "Explosive Super Shotgun" // ... }


The point of that is that when you switch weapons (provided you have the option for it enabled), you can see the weapon's name displayed on the screen like this:




If you don't do that, then the weapon's actor class name ("ExplosiveSuperShotgun") is used instead, which isn't as nice.

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  • Salahmander
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3 years 11 months ago #10 by Salahmander
Replied by Salahmander on topic Explosive Super Shotgun
Sorted, added GLDEFS and a decal, not sure if you had the old version which was in the OP, but I've updated the OP for the new version which includes new explosion sprites, and a new ammo type. And a tag has been added.

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