[SUBMISSION] M79 'Pirate Pistol'
- LossForWords
- Topic Author
- Wraith
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- Posts: 20
6 months 1 week ago - 5 months 4 weeks ago #1
by LossForWords
[SUBMISSION] M79 'Pirate Pistol' was created by LossForWords
Name: M79 'Pirate Pistol'
Class: 5
Type: Projectile/Explosive
Palette: Doom
Summon: M79Pirate
Ammo Type: RocketAmmo (Reserve), M79Loaded (Magazine)
Altfire: No
Powered Mode: No
Brightmaps: No
Actor modification: No
ACS: No
The 60's classic, sawed to it's bare essentials for the modern age.
Fires a grenade that flies at an arc, and explodes in a wide radius, pushing back enemies.
Credits in file.
Class: 5
Type: Projectile/Explosive
Palette: Doom
Summon: M79Pirate
Ammo Type: RocketAmmo (Reserve), M79Loaded (Magazine)
Altfire: No
Powered Mode: No
Brightmaps: No
Actor modification: No
ACS: No
The 60's classic, sawed to it's bare essentials for the modern age.
Fires a grenade that flies at an arc, and explodes in a wide radius, pushing back enemies.
Credits in file.
Last edit: 5 months 4 weeks ago by LossForWords. Reason: Updated explosions.
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- Gothic
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5 months 4 weeks ago #2
by Gothic
Replied by Gothic on topic [SUBMISSION] M79 'Pirate Pistol'
Replace all NULL frames with TNT1.
Is there a reason why the damaging explosion has to be a separate actor and not be defined in the grenade itself?
The explosion effects might do this when hitting a lowered ceiling or a raised floor:
If the effects are purely decorative, you should remove all physical properties and flags, give them the +NOINTERACTION flag, and keep only rendering properties:
And spawn them using A_SpawnItemEx instead of using them as "projectiles":
Is there a reason why the damaging explosion has to be a separate actor and not be defined in the grenade itself?
The explosion effects might do this when hitting a lowered ceiling or a raised floor:
If the effects are purely decorative, you should remove all physical properties and flags, give them the +NOINTERACTION flag, and keep only rendering properties:
Code:
Actor 40mmExplode
{
-SPRITEFLIP
+ROLLSPRITE
+FORCEXYBILLBOARD
+BRIGHT
+NOINTERACTION
Scale 0.9
Alpha 0.9
Renderstyle "Add"
States
{
Spawn:
FTX1 A 0
FTX1 A 0 A_ChangeFlag("SPRITEFLIP",random(0,1))
FTX1 AAABBBCCCDDDEEEFFF 1 { A_FadeOut(0.05,1); A_SetScale(ScaleX + 0.01); A_SetRoll(Roll+frandom(-2, 2),SPF_INTERPOLATE); }
Stop
}
}
Actor 40mmFlash
{
-SPRITEFLIP
+ROLLSPRITE
+FORCEXYBILLBOARD
+BRIGHT
+NOINTERACTION
Scale 1.5
Alpha 0.9
Renderstyle "Add"
States
{
Spawn:
FTX3 A 0
FTX3 A 0 A_ChangeFlag("SPRITEFLIP",random(0,1))
Goto Fadeout
Fadeout:
FTX3 A 1 { A_SetScale(FRandom(0.5, 0.8) * ScaleX); A_FadeOut(FRandom(0.1, 0.15)); }
Wait
}
}
Code:
Death:
TNT1 A 0 A_SpawnItemEx ("40mmBoom",0,0,13,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx("40mmFlash", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE)
TNT1 A 0 A_CheckFloor("FloorKlutz")
TNT1 AA 0 A_SpawnItemEx ("40mmExplode",0,0,0,2,0,random(-2,2),random(0,359),SXF_CLIENTSIDE)
TNT1 AAAAA 0 A_SpawnItemEx ("40mmExplode",0,0,0,2,0,random(-3,3),random(0,359),SXF_CLIENTSIDE)
TNT1 AA 0 A_SpawnItemEx ("40mmExplode",0,0,0,2,0,random(-4,4),random(0,359),SXF_CLIENTSIDE)
TNT1 AAAAAAAAAAA 1 A_Quake(15,18,0,3200,"none")
Stop
FloorKlutz:
TNT1 AA 0 A_SpawnItemEx ("40mmExplode",0,0,0,2,0,random(1,2),random(0,359),SXF_CLIENTSIDE)
TNT1 AAAAA 0 A_SpawnItemEx ("40mmExplode",0,0,0,2,0,random(1,3),random(0,359),SXF_CLIENTSIDE)
TNT1 AA 0 A_SpawnItemEx ("40mmExplode",0,0,0,2,0,random(2,4),random(0,359),SXF_CLIENTSIDE)
TNT1 AAAAAAAAAAA 1 A_Quake(15,18,0,3200,"none")
Stop
}
}
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- LossForWords
- Topic Author
- Wraith
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- Posts: 20
5 months 4 weeks ago #3
by LossForWords
Replied by LossForWords on topic [SUBMISSION] M79 'Pirate Pistol'
Done. The +NOINTERACTION flag being missing is just an oversight, and i wasn't awfully familiar with SpawnItemEX.
For some reason i've had terrible luck with ground explosions dealing little to no radius damage to enemies, so i've decided to have it as a separate actor that spawns slightly higher so enemies can take full damage.
For some reason i've had terrible luck with ground explosions dealing little to no radius damage to enemies, so i've decided to have it as a separate actor that spawns slightly higher so enemies can take full damage.
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- Gothic
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5 months 4 weeks ago #4
by Gothic
Replied by Gothic on topic [SUBMISSION] M79 'Pirate Pistol'
Added
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