[UPDATE] Super Riot Shotgun
- DeVloek
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- Arachnotron
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7 months 6 days ago #1
by DeVloek
[UPDATE] Super Riot Shotgun was created by DeVloek
This update adds the RicoShell ammotype and rubberpellets projectile from
Resident's Riot Shotgun
to my Super Riot Shotgun. Thanks again to Resident!
Changelog:
- added ricoshells from Resident's Riot Shotgun as secondary ammotype
- added reload animation and altfire for switching the ammotype
- rubber pellets: removed vertical autoaim, added kickback, reduced puff alpha, added new decal
- hitscan: reduced average damage and vertical spread a tiny bit
- made gunfire sounds a little louder
Updated info:
Name: Super Riot Shotgun
Class: 3
Type: Hitscan, Projectile (secondary firemode)
Palette: Custom
Summon: SRSG
Ammo Type: Shell, Ricoshell (custom)
Altfire: Yes, toggle mode
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
Description:
A drum-fed, double-barreled riot shotgun, useful for crowd control.
Consumes 2 shells per shot, has twice the fire rate of the SSG but pellets deal less damage.
Altfire switches ammo type to ricochet rounds. Rubber pellets deal even less damage, but push enemies back.
Updated credits:
Code: DeVloek, Resident
GLDefs: DeVloek, Resident
Sounds: id Software, DeVloek, Bungie
Sprites: Carbine Dioxide, Mr.Enchanter, id Software, Melodica (tracer texture), HorrorMovieRei (tracer model)
Sprite Edit: DeVloek, Resident
Idea Base: the weapon itself is from an unfinished project, ricoshells and rubber pellets are from Resident's Riot Shotgun
Download:
https://drive.google.com/file/d/1n_wKU_UGvuPGsXMAnh95VNTrORPIyy_n/view?usp=sharing
Changelog:
- added ricoshells from Resident's Riot Shotgun as secondary ammotype
- added reload animation and altfire for switching the ammotype
- rubber pellets: removed vertical autoaim, added kickback, reduced puff alpha, added new decal
- hitscan: reduced average damage and vertical spread a tiny bit
- made gunfire sounds a little louder
Updated info:
Name: Super Riot Shotgun
Class: 3
Type: Hitscan, Projectile (secondary firemode)
Palette: Custom
Summon: SRSG
Ammo Type: Shell, Ricoshell (custom)
Altfire: Yes, toggle mode
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
Description:
A drum-fed, double-barreled riot shotgun, useful for crowd control.
Consumes 2 shells per shot, has twice the fire rate of the SSG but pellets deal less damage.
Altfire switches ammo type to ricochet rounds. Rubber pellets deal even less damage, but push enemies back.
Updated credits:
Code: DeVloek, Resident
GLDefs: DeVloek, Resident
Sounds: id Software, DeVloek, Bungie
Sprites: Carbine Dioxide, Mr.Enchanter, id Software, Melodica (tracer texture), HorrorMovieRei (tracer model)
Sprite Edit: DeVloek, Resident
Idea Base: the weapon itself is from an unfinished project, ricoshells and rubber pellets are from Resident's Riot Shotgun
Download:
https://drive.google.com/file/d/1n_wKU_UGvuPGsXMAnh95VNTrORPIyy_n/view?usp=sharing
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- Gothic
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7 months 3 days ago #2
by Gothic
Replied by Gothic on topic [UPDATE] Super Riot Shotgun
You should add an "infinite ammo" check for the ricochet rounds.
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- DeVloek
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- Arachnotron
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7 months 3 days ago - 7 months 3 days ago #3
by DeVloek
https://drive.google.com/file/d/1n_wKU_UGvuPGsXMAnh95VNTrORPIyy_n/view?usp=sharing
btw since that part of my code was based on Resident's original DECORATE, the infinite ammo issue is present in their Riot Shotgun as well.
Replied by DeVloek on topic [UPDATE] Super Riot Shotgun
Done, I replaced A_TakeInventory("RicoShell",1); with invoker.DepleteAmmo(true); which checks for infinite ammo cheats before depleting.You should add an "infinite ammo" check for the ricochet rounds.
https://drive.google.com/file/d/1n_wKU_UGvuPGsXMAnh95VNTrORPIyy_n/view?usp=sharing
btw since that part of my code was based on Resident's original DECORATE, the infinite ammo issue is present in their Riot Shotgun as well.
Last edit: 7 months 3 days ago by DeVloek.
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- Gothic
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7 months 2 days ago #4
by Gothic
Replied by Gothic on topic [UPDATE] Super Riot Shotgun
Updated,
along with the
Riot Shotgun
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