[SUBMISSION] Super Chaingun
- YourAverageMoron
- Demon
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- Posts: 32
1 year 5 months ago #11
by YourAverageMoron
Replied by YourAverageMoron on topic [SUBMISSION] Super Chaingun
HOT DAMN THAT'S AMAZING!
I'm not Gothic but if I was then I'd add this.
I'm not Gothic but if I was then I'd add this.
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- BFG Major Mike
- BFG Commando
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1 year 5 months ago #12
by BFG Major Mike
Replied by BFG Major Mike on topic [SUBMISSION] Super Chaingun
Thanks, I made the sprites for him
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- Gothic
- Moderator
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1 year 3 months ago #13
by Gothic
Replied by Gothic on topic [SUBMISSION] Super Chaingun
I would only keep the smooth one, the "vanilla" one looks too janky.
The gutted chaingun should be a CustomInventory instead of another weapon, so it doesn't add a duplicate weapon.
Actor SuperCGib : CustomInventory
{
Inventory.PickupMessage "You stole a Mastermind's Super Chaingun!"
Inventory.PickupSound "misc/w_pkup"
States
{
Spawn:
CGIB A -1
Stop
Pickup:
TNT1 A 0 A_GiveInventory("SuperCGun",1)
stop
}
}
The gutted chaingun should be a CustomInventory instead of another weapon, so it doesn't add a duplicate weapon.
Actor SuperCGib : CustomInventory
{
Inventory.PickupMessage "You stole a Mastermind's Super Chaingun!"
Inventory.PickupSound "misc/w_pkup"
States
{
Spawn:
CGIB A -1
Stop
Pickup:
TNT1 A 0 A_GiveInventory("SuperCGun",1)
stop
}
}
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- Margaret Thatcher
- Topic Author
- Cacodemon
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1 year 3 months ago #14
by Margaret Thatcher
Replied by Margaret Thatcher on topic [SUBMISSION] Super Chaingun
Fixed.
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- Margaret Thatcher
- Topic Author
- Cacodemon
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1 year 2 months ago #15
by Margaret Thatcher
Replied by Margaret Thatcher on topic [SUBMISSION] Super Chaingun
Updated the sprites & code.
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- Gothic
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1 year 2 months ago #16
by Gothic
Replied by Gothic on topic [SUBMISSION] Super Chaingun
The new firing animation seems to be skipping frames, the second shot has 1 less frame and it calls A_refire during its animation and not after, is this intended?
Fire:
TNT1 A 0 A_Playsound (SPosFire)
TNT1 A 0 A_GunFlash
CGF2 A 1 A_FireBullets (5.6, 0, 3, 5, "bulletpuff")
CGF2 B 1
CHG2 BD 1
TNT1 A 0 A_Playsound (SPosFire)
TNT1 A 0 A_GunFlash
CGF2 A 1 A_FireBullets (5.6, 0, 3, 5, "bulletpuff")
CHG2 BD 1 A_ReFire
Goto Ready
I think it should be like this:
Fire:
TNT1 A 0 A_Playsound (SPosFire)
TNT1 A 0 A_GunFlash
CGF2 A 1 A_FireBullets (5.6, 0, 3, 5, "bulletpuff")
CGF2 B 1
CHG2 BD 1
TNT1 A 0 A_Playsound (SPosFire)
TNT1 A 0 A_GunFlash
CGF2 A 1 A_FireBullets (5.6, 0, 3, 5, "bulletpuff")
CGF2 B 1
CHG2 BD 1
CHG2 A 1 A_ReFire
Goto Ready
The new muzzleflash looks kinda weird, it seems to darken the barrels instead of brighten them.
The tag should be changed to Super Chaingun.
Also I take you don't mind having 2 super chainguns in your inventory as opposed to using a CustomInventory like I suggested above?
Fire:
TNT1 A 0 A_Playsound (SPosFire)
TNT1 A 0 A_GunFlash
CGF2 A 1 A_FireBullets (5.6, 0, 3, 5, "bulletpuff")
CGF2 B 1
CHG2 BD 1
TNT1 A 0 A_Playsound (SPosFire)
TNT1 A 0 A_GunFlash
CGF2 A 1 A_FireBullets (5.6, 0, 3, 5, "bulletpuff")
CHG2 BD 1 A_ReFire
Goto Ready
I think it should be like this:
Fire:
TNT1 A 0 A_Playsound (SPosFire)
TNT1 A 0 A_GunFlash
CGF2 A 1 A_FireBullets (5.6, 0, 3, 5, "bulletpuff")
CGF2 B 1
CHG2 BD 1
TNT1 A 0 A_Playsound (SPosFire)
TNT1 A 0 A_GunFlash
CGF2 A 1 A_FireBullets (5.6, 0, 3, 5, "bulletpuff")
CGF2 B 1
CHG2 BD 1
CHG2 A 1 A_ReFire
Goto Ready
The new muzzleflash looks kinda weird, it seems to darken the barrels instead of brighten them.
The tag should be changed to Super Chaingun.
Also I take you don't mind having 2 super chainguns in your inventory as opposed to using a CustomInventory like I suggested above?
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- Margaret Thatcher
- Topic Author
- Cacodemon
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1 year 2 months ago #17
by Margaret Thatcher
Replied by Margaret Thatcher on topic [SUBMISSION] Super Chaingun
Fixededed it to your specifications.
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- Gothic
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1 year 2 months ago #18
by Gothic
Replied by Gothic on topic [SUBMISSION] Super Chaingun
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