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Heavy Carbine

  • Skelegant
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8 years 3 months ago #11 by Skelegant
Replied by Skelegant on topic Heavy Carbine
The bayonet now does 8-15 points of damage, the bullets fly off in all directions (just about lol) and I updated the gunflash and pickup sprites.
I also added Ozy to the credits file :)

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  • MagicWazard
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8 years 3 months ago #12 by MagicWazard
Replied by MagicWazard on topic Heavy Carbine
Out of curiosity, why is NOAUTOAIM enabled? It doesn't seem like it's integral to the design to disable autoaim.

Also, the bayonet makes the same noise when striking walls as when striking enemies, yet different sound files are provided. Didn't Ozy help you get that worked out in his revision?

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8 years 3 months ago - 8 years 3 months ago #13 by Skelegant
Replied by Skelegant on topic Heavy Carbine
The projectiles travel so fast that AUTOAIM can cause problems if you're aiming at an enemy above you, the bullets are likely to just hit the wall under your target.
I think I may have wrecked the different noises by removing the puffonactors flag, because I didn't like the way enemies spewed dust when stabbed :D Would it work better if the puffs were invisible, but kept the puffonactors flag?
[EDIT] puffs are now invisible and the sounds work again.
Last edit: 8 years 3 months ago by Skelegant.

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  • MagicWazard
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8 years 3 months ago - 8 years 3 months ago #14 by MagicWazard
Replied by MagicWazard on topic Heavy Carbine

Skelegant wrote: The projectiles travel so fast that AUTOAIM can cause problems if you're aiming at an enemy above you, the bullets are likely to just hit the wall under your target.


Yeah, but you can say that about any rapid-fire weapon. I'd remove +NOAUTOAIM and leave it up to the user's preference. But, it's only one flag, and it's easy enough for a modder to remove if you prefer to leave it in.

Skelegant wrote: I think I may have wrecked the different noises by removing the puffonactors flag, because I didn't like the way enemies spewed dust when stabbed :D Would it work better if the puffs were invisible, but kept the puffonactors flag?
[EDIT] puffs are now invisible and the sounds work again.


I fixed the puff problem so that the puff only displays when hitting a wall, and plays the correct sound depending on what you hit.

First, change the A_CustomPunch to the following:
Code:
RFL1 E 3 A_CustomPunch(random(8,15), 0, 0, "BayonetPuff",100, 0, 0, "none", "KNIFSTAB")

Then, change the puff definitions to the following (note: HitPuff will now inherit from BulletPuff in this case):
Code:
ACTOR HitPuff : BulletPuff { +NOBLOCKMAP +NOGRAVITY +NOEXTREMEDEATH RenderStyle Add ProjectileKickback 100 states { Spawn: Melee: Crash: POOF ABCDE 3 Stop } } ACTOR BayonetPuff : HitPuff { scale 0.4 //you may choose for an obituary here AttackSound "bayon/impact" states { Spawn: Melee: Crash: XDeath: POOF ABCDE 3 Stop } }

Try it out!
Last edit: 8 years 3 months ago by MagicWazard.

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8 years 3 months ago #15 by Skelegant
Replied by Skelegant on topic Heavy Carbine
It works, but only in the newer versions of gzdoom. Should I put that in the info file?

Also, I removed +NOAUTOAIM and it works much better :D

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  • MagicWazard
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8 years 3 months ago #16 by MagicWazard
Replied by MagicWazard on topic Heavy Carbine

Skelegant wrote: It works, but only in the newer versions of gzdoom. Should I put that in the info file?


Yeah, because if they're using an outdated version of the engine, they really ought to upgrade. (I'm surprised that choosing the "hit" sound for CustomPunch is such a recent addition to the parameters.)

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8 years 3 months ago #17 by BadMojo
Replied by BadMojo on topic Heavy Carbine
Thought Id give a slice of feedback.
Just a few points.. take it or leave it, Im no expert on this stuff :)

*Bullet projectile "pixel" sprite should be yellow... darkish yellow perhaps, so that it doesn't stand out so much.
*The speed of the projectile would be better at around 120 or more... 80 seems a bit slow for my liking
*Bullet spread is probably a bit too much, I'm sure the doom guy is strong enough to keep it a little more stable

Other than that.. I likey :D

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8 years 3 months ago #18 by Skelegant
Replied by Skelegant on topic Heavy Carbine
I darkened the projectile slightly and lowered the spread a little. It might be better to leave the speed as it is though, to give a weaker hitscan weapon a slight advantage over this, to help with weapon balancing. It'll be easy enough to alter the speed if one so desires though :D

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  • MagicWazard
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8 years 3 months ago #19 by MagicWazard
Replied by MagicWazard on topic Heavy Carbine
I thought the spread was fine as it was, but it's not hard for an end-user to tweak the values to their liking, so it's no big deal. And I agree with keeping the speed as-is.

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8 years 3 months ago #20 by BadMojo
Replied by BadMojo on topic Heavy Carbine
Yea I'd go with MagicWazards feedback, like I said, I'm no expert, it's just my personal preference :) it's all easy to change in the end anyway if need be.

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