DP-28
- Gothic
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4 years 3 months ago #11
by Gothic
Replied by Gothic on topic DP-28
Question to the people here, do you think is this worth adding? I kind of want to speed up things here, starting with this 4y old thread. I think it may have some uses, but I want to hear other opinions first.
Second, since OP hasn't logged in in more than a year, and if this gets approved, I made some modifications:
The code is functionally the same, with some minor changes:
Some not so minor changes include my previous complains regarding the sprite offsets and sound volume. The sprites are now more close to the center and the volume was reduced to 0.5 in the SNDINFO.
Second, since OP hasn't logged in in more than a year, and if this gets approved, I made some modifications:
Code:
Actor DP28 : Weapon
{
Decal BulletChip
Weapon.SelectionOrder 500
Weapon.SlotNumber 4
Inventory.PickupMessage "You found a DP28!"
Obituary "%o was shot down by %k's DP28."
Weapon.AmmoType "MGAmmo"
Weapon.AmmoGive 47
Weapon.AmmoUse 1
Weapon.Kickback 150
AttackSound "DP28/Fire"
Scale 0.5
States
{
Spawn:
DPPU A -1
Stop
Select:
DP29 A 1 A_Raise(16)
Loop
Deselect:
DP29 A 1 A_Lower(16)
Loop
Ready:
DP29 A 1 A_WeaponReady
Loop
Fire:
TNT1 A 0 A_GunFlash
TNT1 A 0 A_Jump(256,"fire1","fire2","fire3","fire4","fire5")
Fire1:
RICO AB 1 Bright
TNT1 A 4
Goto Ready
Fire2:
RICO CD 1 Bright
TNT1 A 4
Goto Ready
Fire3:
RICO EF 1 Bright
TNT1 A 4
Goto Ready
Fire4:
RICO GH 1 Bright
TNT1 A 4
Goto Ready
Fire5:
RICO IJ 1 Bright
TNT1 A 4
Goto Ready
Flash:
DP29 A 2 Bright A_FireBullets(1,1,-1,10,"BulletPuff",1)
DP29 BCBB 1
Stop
}
}
The code is functionally the same, with some minor changes:
- Instead of calling A_Lower/Raise multiple times, I used their parameters.
- A_GunFlash is called at the very start of the firing state, instead of calling it on each state it jumps to when firing.
- A_Jump is called in 1 line only, and has a 100% chance of jumping, instead of looping until one of the many Jump functions defined decided to jump.
- The number of sprite frames is reduced because there were some repeated sprites. So instead of frames ABCDEF, they're just ABC.
Some not so minor changes include my previous complains regarding the sprite offsets and sound volume. The sprites are now more close to the center and the volume was reduced to 0.5 in the SNDINFO.
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- Blue Shadow
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4 years 3 months ago #12
by Blue Shadow
Replied by Blue Shadow on topic DP-28
I never really cared about this or
the other
, to be honest. So it's up to you and Johnnie. If you guys think it's worth adding, then do it.
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- Gothic
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4 years 2 months ago #13
by Gothic
Replied by Gothic on topic DP-28
Added.
Some changes were made: Besides what I did in my previous post, I removed all the blank space from the sprites, and updated both INFO and CREDITS lumps with proper credits (still don't know where did the muzzleflash came from though). Also I reverted back the pickup sprite to the original. It looked great on the Alternate HUD.
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- Br0leg
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- Wraith
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4 years 2 months ago #14
by Br0leg
Replied by Br0leg on topic DP-28
Oh lmao, Thank you guys for adding it in, I completely forgot about this xD
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