[SUBMISSION] Hand Cannon
- Gothic
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3 years 3 months ago #11
by Gothic
Replied by Gothic on topic [SUBMISSION] Hand Cannon
The Weapon.AmmoUse property is still there, you just erased the number, and because of that it reads the next line of text as the value which is not valid. Just remove the Weapon.AmmoUse property.
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- TyrannotitanFan
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3 years 3 months ago #12
by TyrannotitanFan
Replied by TyrannotitanFan on topic [SUBMISSION] Hand Cannon
kay
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- Gothic
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3 years 3 months ago #13
by Gothic
Replied by Gothic on topic [SUBMISSION] Hand Cannon
Why is the firing rate so fast now? It was ok being slow like before, especially considering that it doesn't use ammo.
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- TyrannotitanFan
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3 years 3 months ago - 3 years 3 months ago #14
by TyrannotitanFan
Replied by TyrannotitanFan on topic [SUBMISSION] Hand Cannon
kay
edit: does 2-3 tics per frame are ok?
edit: does 2-3 tics per frame are ok?
Last edit: 3 years 3 months ago by TyrannotitanFan.
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- Gothic
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3 years 2 months ago #15
by Gothic
Replied by Gothic on topic [SUBMISSION] Hand Cannon
Try doing something like this:
So it has smooth animation and a decent fire rate, also the flash state actually generates light.
Code:
Fire:
HACA B 1 Bright A_FireBullets(3, 3, 1, 8, "HandCannonPuff")
HACA B 1 Bright A_GunFlash
HACA C 3
HACA D 3
HACA C 3
HACA A 8
Goto Ready
Flash:
TNT1 A 2 A_Light2
TNT1 A 2 A_Light1
Goto LightDone
So it has smooth animation and a decent fire rate, also the flash state actually generates light.
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- TyrannotitanFan
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3 years 2 months ago - 3 years 2 months ago #16
by TyrannotitanFan
Replied by TyrannotitanFan on topic [SUBMISSION] Hand Cannon
thanks
edit: it works
edit: it works
Last edit: 3 years 2 months ago by TyrannotitanFan.
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- Gothic
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3 years 2 months ago #17
by Gothic
Replied by Gothic on topic [SUBMISSION] Hand Cannon
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