[Update] MP5 submachinegun pack
- MagicWazard
- Topic Author
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Credits: see WADs
Description: Includes JoeyTD's original MP5 submachinegun along with a suppressed variant that has a slower rate-of-fire, but won't alert enemies beyond 384 units distance and has no muzzle climb.
Download:
https://www.dropbox.com/s/z44pjm4p3c3n2a3/MP5%20pack.zip?dl=0
I had produced a suppressed version of JoeyTD's MP5 submachinegun a while back, and since it was based off JoeyTD's custom sprite artwork, the idea came up that instead of submitting it on its own, I could include it with JoeyTD's original version as a pack and submit it as an update. I got his permission before the last hack attack, but it didn't get through the approval process before the site got hacked and rebuilt, so I'm resubmitting it again. Since it's technically an "update" I skimped on the details and preview, but I can add them in if you want (though there's multiple WADs in the pack so it might get messy if I put all the details in).
I was able to get the suppressed version to produce no light when used in ZDoom, but it still creates a localized light in GZDoom; this appears to be a limitation of the engine (since the light is tied to the player frame and not any weapon property).
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- Salahmander
- Cacodemon
- Posts: 114
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- Infirnex
- Demon
- Posts: 49
The muzzle flash is incorrect. Suppressors would kill the muzzle flash completely.
I think the muzzle flash was added to be visually suppressive (I'm so sorry for that pun) , so it gets a pass here. Fire rate is a little inaccurate for the base weapons, with the MP5SD having a fire rate more akin to the UMP-45, but for the case of gameplay and the fact it's Doom, it gets an easy pass.
I think it's good.
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- Blue Shadow
- Administrator
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There is a way around that, which is by using GFF_NOEXTCHANGE and FBF_NOFLASH flags on A_GunFlash and A_FireBullets , respectively. The "downside", here, is that the player is going to use the non-flash frames for the attack animation, which contradicts the weapon itself, having a muzzleflash when fired.MagicWazard wrote: I was able to get the suppressed version to produce no light when used in ZDoom, but it still creates a localized light in GZDoom; this appears to be a limitation of the engine (since the light is tied to the player frame and not any weapon property).
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- MagicWazard
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EDIT: As usual, Blue Shadow's suggestion was correct! So I went ahead and implemented both of the flags he suggested. While I was in there, I also decided to comment out the call to A_GunFlash, so by default, no muzzle flash is displayed at all. I didn't remove it altogether, though, in case somebody wants to use it. I've included a comment for modders indicating how to re-enable it if they like.
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As usualMagicWazard wrote: As usual, Blue Shadow's suggestion was correct!
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- Blue Shadow
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