[SUBMISSION] Thunderbolt
- KILLA DIO
- Topic Author
- Lost Soul
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- Posts: 93
3 years 7 months ago - 3 years 6 months ago #1
by KILLA DIO
[SUBMISSION] Thunderbolt was created by KILLA DIO
Name: Thunderbolt
Class: 6
Type: Hitscan
Palette: Custom\Doom
Summon: Thunderbolt
Ammo Type: Cell
Altfire: No
Powered Mode: No
Submitted: KILLA DIO
Code: KILLA DIO
GLDefs: KILLA DIO
Sounds: Librequake Project
Sprites: Librequake Project, ID Software, Banjo Software
Sprite Edit: KILLA DIO
Idea base: Quake Lightning gun
Sprite:
Download
https://www.dropbox.com/s/1jqod6iiekikb6a/Lightgun.zip?dl=0
Class: 6
Type: Hitscan
Palette: Custom\Doom
Summon: Thunderbolt
Ammo Type: Cell
Altfire: No
Powered Mode: No
Submitted: KILLA DIO
Code: KILLA DIO
GLDefs: KILLA DIO
Sounds: Librequake Project
Sprites: Librequake Project, ID Software, Banjo Software
Sprite Edit: KILLA DIO
Idea base: Quake Lightning gun
Sprite:
Download
https://www.dropbox.com/s/1jqod6iiekikb6a/Lightgun.zip?dl=0
Last edit: 3 years 6 months ago by KILLA DIO.
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- Gothic
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3 years 6 months ago #2
by Gothic
Replied by Gothic on topic [SUBMISSION] Thunderbolt
It's an ok weapon, I have 3 suggestions:
Adding the NOINTERACTION flag to the puff seems to solve this issue, but I think it may cause some problems if someone wants to expand its functionality, so I'm waiting for a second opinion.
- Give the lightning puff GLDEFS
- Reduce the volume of the hit sound, like 50%
- Maybe it should leave decals
Adding the NOINTERACTION flag to the puff seems to solve this issue, but I think it may cause some problems if someone wants to expand its functionality, so I'm waiting for a second opinion.
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- Blue Shadow
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3 years 6 months ago #3
by Blue Shadow
I think it's something to do with how puffs are spawned by rail attacks.
Now, one thing I found during my test run is that the weapon doesn't switch out automatically when it runs out of ammo.
Replied by Blue Shadow on topic [SUBMISSION] Thunderbolt
I agree. It's a little loud.Gothic wrote: Reduce the volume of the hit sound, like 50%
It doesn't seem to be the case always For example, I tested it in MAP27 by shooting at the platform where the rocket launcher is found; the puffs appeared where I shot.Also if you fire into raised sectors, puffs appear at the top
I think it's something to do with how puffs are spawned by rail attacks.
Now, one thing I found during my test run is that the weapon doesn't switch out automatically when it runs out of ammo.
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- KILLA DIO
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- Lost Soul
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- Posts: 93
3 years 6 months ago - 3 years 6 months ago #4
by KILLA DIO
Replied by KILLA DIO on topic [SUBMISSION] Thunderbolt
The Puff sector thing is a weird engine quirk that cant be fixed without the NOINTERCTION flag, the rest of your suggestions should be done soon though
Edit: Done!
Edit: Done!
Last edit: 3 years 6 months ago by KILLA DIO.
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- KILLA DIO
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- Lost Soul
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- Posts: 93
3 years 6 months ago #5
by KILLA DIO
Replied by KILLA DIO on topic [SUBMISSION] Thunderbolt
i've tested and it switched fine for me, i'll ask somebody else to try and confirm it though
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- Gothic
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3 years 6 months ago #6
by Gothic
Replied by Gothic on topic [SUBMISSION] Thunderbolt
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