Automatic Shotgun
- BadMojo
- Topic Author
- Wicked
- Posts: 224
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...
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- Blue Shadow
- Administrator
- Posts: 1129
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- BadMojo
- Topic Author
- Wicked
- Posts: 224
Update: v7.1
changes
-PNGOUT'd all sprites... brought file size down by 2 KB wow!!! lol ::
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- MagicWazard
- Moderator
- Posts: 808
Blue Shadow, any other thoughts?
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- Skelegant
- Demon
- Posts: 43
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.
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- BadMojo
- Topic Author
- Wicked
- Posts: 224
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
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- Blue Shadow
- Administrator
- Posts: 1129
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.MagicWazard wrote: Blue Shadow, any other thoughts?
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- BadMojo
- Topic Author
- Wicked
- Posts: 224
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.
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- Blue Shadow
- Administrator
- Posts: 1129
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.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.
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- MagicWazard
- Moderator
- Posts: 808
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