Heavy Carbine
- Skelegant
- Topic Author
- Demon
- Posts: 43
I also added Ozy to the credits file
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- MagicWazard
- Moderator
- Posts: 808
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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- Skelegant
- Topic Author
- Demon
- Posts: 43
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 Would it work better if the puffs were invisible, but kept the puffonactors flag?
[EDIT] puffs are now invisible and the sounds work again.
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- MagicWazard
- Moderator
- Posts: 808
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 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:
Then, change the puff definitions to the following (note: HitPuff will now inherit from BulletPuff in this case):
Try it out!
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- Skelegant
- Topic Author
- Demon
- Posts: 43
Also, I removed +NOAUTOAIM and it works much better
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- MagicWazard
- Moderator
- Posts: 808
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Yeah, because if they're using an outdated version of the engine, they really ought to upgrade.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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- BadMojo
- Wicked
- Posts: 224
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
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- Skelegant
- Topic Author
- Demon
- Posts: 43
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- MagicWazard
- Moderator
- Posts: 808
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- BadMojo
- Wicked
- Posts: 224
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