[SUBMISSION] AN-94
- Watermelon666
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- Imp
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- Posts: 7
1 year 1 week ago - 9 months 1 week ago #1
by Watermelon666
[SUBMISSION] AN-94 was created by Watermelon666
Submitted: Watermelon666
Decorate: Watermelon666
Sounds: New World Interactive
Sprites: Watermelon666, Monolith Productions, ID software
Idea Base: AN-94 from Battlefield IV
Name: AN-94
Class: 4
Type: Hitscan
Palette: Doom
Summon: E_AN94
Ammo Type: Clip
Powered Mode: No
Added States: No
ACS: No
The AN-94 is my favorite AR, I did the sprite long time ago so I recently do the weapon for gzdoomThe An94 is a Russian Assault Rifle with a special burst mode, This assault rifle, besides being fully automatic, can also fire a burst of two shots almost simultaneously, feeling the recoil of a single shot.
Decorate: Watermelon666
Sounds: New World Interactive
Sprites: Watermelon666, Monolith Productions, ID software
Idea Base: AN-94 from Battlefield IV
Name: AN-94
Class: 4
Type: Hitscan
Palette: Doom
Summon: E_AN94
Ammo Type: Clip
Powered Mode: No
Added States: No
ACS: No
The AN-94 is my favorite AR, I did the sprite long time ago so I recently do the weapon for gzdoomThe An94 is a Russian Assault Rifle with a special burst mode, This assault rifle, besides being fully automatic, can also fire a burst of two shots almost simultaneously, feeling the recoil of a single shot.
Last edit: 9 months 1 week ago by Watermelon666. Reason: credits update and file update
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- Doomperson 999
- Demon
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1 year 1 week ago - 1 year 1 week ago #2
by Doomperson 999
Replied by Doomperson 999 on topic [SUBMISSION] AN-94
It's a very neat weapon, but the burst fire kind of looks like it's spitting out all of the rounds like a double-barreled shotgun at once instead of going one at a time but faster. Also, the burst fire should have a cooldown for balancing.
Last edit: 1 year 1 week ago by Doomperson 999.
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- Watermelon666
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- Imp
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1 year 1 day ago #3
by Watermelon666
Replied by Watermelon666 on topic [SUBMISSION] AN-94
Indeed, the burst mode is as fast as your finger, and is inspired by its real-life counterpart, as the AN94 when firing a two-shot burst looks and feels as if you have fired a single shot.
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- Doomperson 999
- Demon
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1 year 1 day ago #4
by Doomperson 999
Replied by Doomperson 999 on topic [SUBMISSION] AN-94
Sorry, I didn't know that. Now with the added context. this is indeed NOICE.
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- Gothic
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11 months 2 weeks ago #5
by Gothic
Replied by Gothic on topic [SUBMISSION] AN-94
A_AN94Burst should get an ammo check, so in case you're left with a single clip, it doesn't fire the second one. Something like this:
Action Void A_AN94Burst()
{
If (CountInv("Clip")==0)
{
A_StartSound("AN94/Empty", CHAN_WEAPON);
}
Else
{
A_WeaponReady(WRF_NOSWITCH);
A_Overlay(-2,"Muzzle", false);
A_OverlayRenderstyle(-2,STYLE_Translucent);
A_OverlayAlpha(-2,0.99);
A_FireBullets(2.75,2.75,-1,5,"BulletPuff", FBF_USEAMMO);
A_QuakeEx(6,6,6,1,0,1,"",QF_SCALEDOWN);
A_SetPitch(pitch-0.75);
}
}
If you know a better method, let me know.
I'd also suggest playing the firing sound on a different channel other than CHAN_WEAPON so it doesn't get cut when it plays the out of ammo sound.
Action Void A_AN94Burst()
{
If (CountInv("Clip")==0)
{
A_StartSound("AN94/Empty", CHAN_WEAPON);
}
Else
{
A_WeaponReady(WRF_NOSWITCH);
A_Overlay(-2,"Muzzle", false);
A_OverlayRenderstyle(-2,STYLE_Translucent);
A_OverlayAlpha(-2,0.99);
A_FireBullets(2.75,2.75,-1,5,"BulletPuff", FBF_USEAMMO);
A_QuakeEx(6,6,6,1,0,1,"",QF_SCALEDOWN);
A_SetPitch(pitch-0.75);
}
}
If you know a better method, let me know.
I'd also suggest playing the firing sound on a different channel other than CHAN_WEAPON so it doesn't get cut when it plays the out of ammo sound.
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- Watermelon666
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- Imp
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9 months 1 week ago #6
by Watermelon666
Replied by Watermelon666 on topic [SUBMISSION] AN-94
thank you, recently I was able to have some free time and update the weapon code.
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- Gothic
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9 months 6 days ago #7
by Gothic
Replied by Gothic on topic [SUBMISSION] AN-94
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