Submission: Glock 21
- HawkwithGlock
- Topic Author
- Imp
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3 years 9 months ago - 3 years 8 months ago #1
by HawkwithGlock
Submission: Glock 21 was created by HawkwithGlock
I found this cool sprite sheet for a Glock 21 and decided to turn it into a weaponName: Glock 21Class: 2Type: HitscanPalette: Custom\DoomSummon: Glock21Ammo Type: ClipAltfire: YesPowered Mode: NoSubmitted: HawkwithGlockDecorate: HawkwithGlockGLDefs: N\ASounds: UbisoftSprites: TorridGristleSprite Edit: HawkwithGlockDescription:A standard Glock 21. Alt-Fire to reloadSprite:https://imgur.com/0j8pONjhttps://imgur.com/Zj85d2gDownload:https://www.dropbox.com/s/dhx8t0y4xyn03m5/Glock21.zip?dl=0
Attachments:
Last edit: 3 years 8 months ago by HawkwithGlock. Reason: Needed to fix some errors
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- inkoalawetrust
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3 years 9 months ago #2
by inkoalawetrust
Replied by inkoalawetrust on topic Submission: Glock 21
I tried it for a while and it seems to work fine, though I've got a few nitpicks.
The actor sprite for the Glock should be at full size, since it looks too tiny at .4 scale, the sprite should also be reworked a bit to look less blurry with its' semi-transparent pixels.
The name for the actor itself and the name that appears in-game should be the same as well IMO, since the actor itself is called Glock 21 but is referred to as Glock 18 by the pickup message.
And in my opinion at least, the Glock should be automatically loaded when first picked up by the player, instead of having to be loaded manually, I don't think it should automatically switch to another weapon once it runs out either. But that last one is more of an opinion, since the first nitpick has a small chance of screwing a player over if they are in the middle of a fight and pick up a Glock by accident for the first time in their playthrough.
The rest of the nitpicks are mostly just my own preference but do make editing the weapon easier:
The actor definition for the gun should be indented using spaces made by the TAB key instead of the spacebar, also the GlockClip actor should have some indentation on it and have the first G capitalized like this:
Also I meant to post this almost 24 hours aog but had to do something else and forgot to actually send this post until now.
.tb_button {padding:1px;cursor:pointer;border-right: 1px solid #8b8b8b;border-left: 1px solid #FFF;border-bottom: 1px solid #fff;}.tb_button.hover {borer:2px outset #def; background-color: #f8f8f8 !important;}.ws_toolbar {z-index:100000} .ws_toolbar .ws_tb_btn {cursor:pointer;border:1px solid #555;padding:3px} .tb_highlight{background-color:yellow} .tb_hide {visibility:hidden} .ws_toolbar img {padding:2px;margin:0px}
The actor sprite for the Glock should be at full size, since it looks too tiny at .4 scale, the sprite should also be reworked a bit to look less blurry with its' semi-transparent pixels.
The name for the actor itself and the name that appears in-game should be the same as well IMO, since the actor itself is called Glock 21 but is referred to as Glock 18 by the pickup message.
And in my opinion at least, the Glock should be automatically loaded when first picked up by the player, instead of having to be loaded manually, I don't think it should automatically switch to another weapon once it runs out either. But that last one is more of an opinion, since the first nitpick has a small chance of screwing a player over if they are in the middle of a fight and pick up a Glock by accident for the first time in their playthrough.
The rest of the nitpicks are mostly just my own preference but do make editing the weapon easier:
The actor definition for the gun should be indented using spaces made by the TAB key instead of the spacebar, also the GlockClip actor should have some indentation on it and have the first G capitalized like this:
Code:
ACTOR GlockClip : Ammo
{
Inventory.MaxAmount 12
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 12
Inventory.Icon LIBGX0
}
Also I meant to post this almost 24 hours aog but had to do something else and forgot to actually send this post until now.
.tb_button {padding:1px;cursor:pointer;border-right: 1px solid #8b8b8b;border-left: 1px solid #FFF;border-bottom: 1px solid #fff;}.tb_button.hover {borer:2px outset #def; background-color: #f8f8f8 !important;}.ws_toolbar {z-index:100000} .ws_toolbar .ws_tb_btn {cursor:pointer;border:1px solid #555;padding:3px} .tb_highlight{background-color:yellow} .tb_hide {visibility:hidden} .ws_toolbar img {padding:2px;margin:0px}
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- Gothic
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3 years 8 months ago #3
by Gothic
Replied by Gothic on topic Submission: Glock 21
It's a great weapon, although we have already another Glock in the Armory, I wouldn't mind this one to be added. A couple of suggestions to improve it:
-As previously stated, the pickup sprite is too tiny and blurry, and scaling it down makes it harder to see. If you're interested, I made an edit from a Resident Evil 3 sprite that may fit as a pickup sprite:
if you want to use it, credit Capcom and me, and you should scale it down because it is pretty big.
-The weapon needs to give at least a little ammo so it can be used as ammo pickup, otherwise it can't be picked up at all after getting it
-The pickup message says that it is a Glock 18 (the one already in the Armory) instead of a Glock 21
-The weapon switches out when you run out of ammo, instead of reloading automatically, this is because the check inventory function must be called after shooting and before the refire function, like this:
Alternatively, and if you are interested, I made some edits to the whole weapon so instead of checking for the new ammo type to run out, it uses the CheckforReload function to count how many bullets you fire before reloading:
Use this other method if you want to.
-As previously stated, the pickup sprite is too tiny and blurry, and scaling it down makes it harder to see. If you're interested, I made an edit from a Resident Evil 3 sprite that may fit as a pickup sprite:
if you want to use it, credit Capcom and me, and you should scale it down because it is pretty big.
-The weapon needs to give at least a little ammo so it can be used as ammo pickup, otherwise it can't be picked up at all after getting it
-The pickup message says that it is a Glock 18 (the one already in the Armory) instead of a Glock 21
-The weapon switches out when you run out of ammo, instead of reloading automatically, this is because the check inventory function must be called after shooting and before the refire function, like this:
Code:
Fire:
LIBF A 0 A_GunFlash
LIBF A 0 A_AlertMonsters
LIBF A 0 A_FireBullets(2,3,1,7,"BulletPuff",1)
LIBF A 1 BRIGHT
LIBG DCBA 1
LIBG A 4
TNT1 A 0 A_JumpIfNoAmmo("DryFire")
LIBG A 0 A_ReFire
Goto Ready
Code:
ACTOR Glock21 : Weapon
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the Glock 21!"
Obituary "%o was capped by %k's Glock."
Weapon.AmmoType "Clip"
Weapon.AmmoGive 20
Weapon.AmmoUse 1
Weapon.SlotNumber 2
Weapon.Kickback 75
Weapon.UpSound "weapons/glockup"
AttackSound "weapons/glockfire"
Scale 0.5
States
{
Spawn:
LIBG X -1
Stop
Ready:
LIBG A 1 A_WeaponReady(WRF_ALLOWRELOAD)//Instead of relying on the altfire, it uses the built-in reload function in ZDOOM, and it doesn't alert monsters
Loop
Deselect:
LIBG A 1 A_Lower(12)
Loop
Select:
LIBG A 1 A_Raise(12)
Loop
Fire:
LIBF A 0 A_GunFlash
LIBF A 0 A_FireBullets(2,3,1,7,"BulletPuff",1)
LIBF A 1 BRIGHT
LIBG DCBA 1
LIBG A 4
LIBF A 0 A_CheckforReload(12,"Ready")//checks if you have fired 12 bullets to jump to DryFire, otherwise, it goes to the Ready state
Goto DryFire
DryFire:
LIBG A 12 A_PlaySound("weapons/glockdry")
Goto Reload+1//It skips the second check on the reload state
Reload:
TNT1 A 0 A_CheckforReload(1,"Ready",true)//it won't reload unless you fire at least 1 bullet
LIBG A 1 A_PlaySound("weapons/glockout")
LIBM AB 1
LIBR ABC 2
LIBR D 0 A_PlaySound("weapons/glockin")
LIBR D 2 A_ResetReloadCounter
LIBR EF 1
LIBG A 3
Goto Ready
Flash:
TNT1 A 2 A_Light2
TNT1 A 1 A_Light1
TNT1 A 0 A_Light0
Stop
}
}
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- HawkwithGlock
- Topic Author
- Imp
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3 years 8 months ago #4
by HawkwithGlock
Replied by HawkwithGlock on topic Submission: Glock 21
Thank you for the help and advice, now how do I resubmit this?
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- Gothic
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3 years 8 months ago #5
by Gothic
Replied by Gothic on topic Submission: Glock 21
Just edit the OP, no need to make a new thread.
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- Gothic
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3 years 8 months ago #6
by Gothic
Replied by Gothic on topic Submission: Glock 21
Added
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