header general

Automatic Shotgun

  • BadMojo
  • BadMojo's Avatar Topic Author
  • Wicked
  • Wicked
More
8 years 3 months ago #41 by BadMojo
Replied by BadMojo on topic Automatic Shotgun
Ok, op has been updated with v6

Update

-New muzzle flash, slightly modified from MagicWazards contribution
-New and improved firing animations
-Hands are now in the right position
-Idle sprite has been improved for better perspective and the general size of weapon
-Reload time is slightly faster
-General touchups to the info file
-Link to download is now using dropbox

I dont think I'm missing anything here...

Please Log in or Create an account to join the conversation.

  • Blue Shadow
  • Blue Shadow's Avatar
  • Administrator
  • Administrator
More
8 years 3 months ago #42 by Blue Shadow
Replied by Blue Shadow on topic Automatic Shotgun
There is a bit of an issue that I found: start a new game. Summon or give yourself the weapon. With 8 shells in your inventory, fire it until you run out of ammo. After firing the last shot, the weapon goes into its reload sequence despite the fact that you have no shells anymore.

Please Log in or Create an account to join the conversation.

  • BadMojo
  • BadMojo's Avatar Topic Author
  • Wicked
  • Wicked
More
8 years 3 months ago - 8 years 3 months ago #43 by BadMojo
Replied by BadMojo on topic Automatic Shotgun
Fixed, v7 up now :)

Update: v7.1
changes
-PNGOUT'd all sprites... brought file size down by 2 KB wow!!! lol :XD:
Last edit: 8 years 3 months ago by BadMojo.

Please Log in or Create an account to join the conversation.

  • MagicWazard
  • MagicWazard's Avatar
  • Moderator
  • Moderator
More
8 years 3 months ago #44 by MagicWazard
Replied by MagicWazard on topic Automatic Shotgun
I'm gonna say this is done! My only complaint is the wire stock on the pickup sprite, and that's a matter of taste, so there's no need to change it.

Blue Shadow, any other thoughts?

Please Log in or Create an account to join the conversation.

  • Skelegant
  • Skelegant's Avatar
  • Demon
  • Demon
More
8 years 3 months ago #45 by Skelegant
Replied by Skelegant on topic Automatic Shotgun
Just a small detail: A_gunflash is called twice.
Replace this:
LAZZ AB 1 A_GunFlash
With this:
LAZZ A 1 A_GunFlash
LAZZ B 1

and it'll look better :) Other than that, it's a really nice weapon, it's not overly powerful but it's satisfying as heck to fire.

Please Log in or Create an account to join the conversation.

  • BadMojo
  • BadMojo's Avatar Topic Author
  • Wicked
  • Wicked
More
8 years 3 months ago #46 by BadMojo
Replied by BadMojo on topic Automatic Shotgun

MagicWazard wrote: My only complaint is the wire stock on the pickup sprite, and that's a matter of taste, so there's no need to change it.


"It's quite a heavy gun with all of that technology and power, as a result, new UAC OC Health and Safety measures were put in place for the new shipment of automatic rifles and buck shot weaponry to be issued with a standard light weight stock as to not wear down the marine on those long tiring working hours. "
*found in log book of a dead marine*

Those damn safety measures ;)

@skelegant I'll give it a try when I get home, thanks for the feedback :)

Please Log in or Create an account to join the conversation.

  • Blue Shadow
  • Blue Shadow's Avatar
  • Administrator
  • Administrator
More
8 years 3 months ago - 8 years 3 months ago #47 by Blue Shadow
Replied by Blue Shadow on topic Automatic Shotgun
The weapon now doesn't switch out automatically when it runs out of ammo. I'd suggest replacing A_JumpIfNoAmmo("Ready") with A_CheckReload (not to be confused with A_CheckForReload).


MagicWazard wrote: Blue Shadow, any other thoughts?

Apart from the above, I've got no further feedback. Once that and what Skelegant mentioned are addressed, this submission is ready to be added.
Last edit: 8 years 3 months ago by Blue Shadow.

Please Log in or Create an account to join the conversation.

  • BadMojo
  • BadMojo's Avatar Topic Author
  • Wicked
  • Wicked
More
8 years 3 months ago #48 by BadMojo
Replied by BadMojo on topic Automatic Shotgun
Alright, changes have been made and v7.2 up.

Although, I honestly didn't notice a difference with the Skelegant's suggestion for the double call on A_Gunflash, but it has been modified as suggested anyway... I guess my eyes aren't that quick to see the difference.

On the subject of A_JumpIfNoAmmo... I completely understand that being an issue with no autoswitch... but for some reason, mine does autoswitch with v7.1.. I could only imagine that there is a setting in gzdoom that makes it autoswitch even if it isnt set to do so in the code.

Well, I hope this is satisfactory :) I guess Ill start finishing up on the Gatling laser next.

Please Log in or Create an account to join the conversation.

  • Blue Shadow
  • Blue Shadow's Avatar
  • Administrator
  • Administrator
More
8 years 3 months ago #49 by Blue Shadow
Replied by Blue Shadow on topic Automatic Shotgun

BadMojo wrote: On the subject of A_JumpIfNoAmmo... I completely understand that being an issue with no autoswitch... but for some reason, mine does autoswitch with v7.1.

With A_JumpIfNoAmmo, you're telling to jump to the Ready state. At that point, if you try to fire the gun, then it'll switch out. In other words, for the weapon to switch out, you have to press the fire key after it has run out of ammo.

Please Log in or Create an account to join the conversation.

  • MagicWazard
  • MagicWazard's Avatar
  • Moderator
  • Moderator
More
8 years 3 months ago #50 by MagicWazard
Replied by MagicWazard on topic Automatic Shotgun
Well, it seems to auto-switch out now using 7.2...I don't see any other issues with it, unless someone finds something I've overlooked.

Please Log in or Create an account to join the conversation.