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[UPDATE] 40mm Grenade Launcher

  • ozymandias81
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8 years 2 months ago - 8 years 2 months ago #1 by ozymandias81
[UPDATE] 40mm Grenade Launcher was created by ozymandias81
While this is first of several updates I am gonna post, I noticed that this weapon needed some polishment here and there.
What's changed:
  • No more keyconf, instead included the slot for the weapon via Weapon.SlotNumber
  • Commented out DoomEdNums
  • Fixed caps & indentations inside decorate
  • Crushed all sprites through Slade automated process
  • Included INFO & CREDITS lump within the wad itself
Link: Updated version
Last edit: 8 years 2 months ago by ozymandias81. Reason: slotnumber thing

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  • Dreadopp
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8 years 1 month ago #2 by Dreadopp
Replied by Dreadopp on topic [UPDATE] 40mm Grenade Launcher
Thanks for the update. :)

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  • ozymandias81
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8 years 1 month ago #3 by ozymandias81
Replied by ozymandias81 on topic [UPDATE] 40mm Grenade Launcher
You are welcome. :)

Probably I'll come with more updates for all other weapons near the end of this year, hopefully.

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  • MagicWazard
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8 years 1 month ago #4 by MagicWazard
Replied by MagicWazard on topic [UPDATE] 40mm Grenade Launcher
I did see that these last round of updates got approved; I'll get them posted within the next couple of days. By the weekend, at the latest.

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  • MagicWazard
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8 years 1 month ago #5 by MagicWazard
Replied by MagicWazard on topic [UPDATE] 40mm Grenade Launcher
I took a look at this one, and the update itself looks OK, but the original weapon is missing a few bells and whistles that might be good to add while we're already updating it.

*The weapon produces no flash when firing (that is, it doesn't call A_GunFlash and has no flash state). The muzzle flash frame should probably be bright, if it doesn't have a brightmap or flash frame.
*The projectile could use GLDefs, for the explosion at the very least.
*The explosion is subject to gravity; it should probably have gravity disabled at the start of the death sequence.

Think you're up to adding these properties before I upload it?

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  • ozymandias81
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8 years 1 month ago #6 by ozymandias81
Replied by ozymandias81 on topic [UPDATE] 40mm Grenade Launcher
I'll add those properties after Blade of Agony Chapter 1 release, I am pretty busy atm.
Thanks for submitting all other updates in the end :)

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  • BadMojo
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8 years 1 month ago #7 by BadMojo
Replied by BadMojo on topic [UPDATE] 40mm Grenade Launcher
Don't worry about it Ozy, I did it for you.... Hope you don't mind? :)

https://www.dropbox.com/s/z4gbhrtkeygkpgy/40mmGrenadeLauncher.zip?dl=0

Changes:
-Added GLDEFS for both 40mm projectiles
-Added a Flash state and A_GunFlash
-Added A_NoGravity to the death sequence of both projectiles

That seems to be everything MW suggested

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  • Blue Shadow
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8 years 1 month ago #8 by Blue Shadow
Replied by Blue Shadow on topic [UPDATE] 40mm Grenade Launcher

BadMojo wrote: -Added a Flash state and A_GunFlash

There is a small issue with that: when you fire the weapon, the room lights up and stays lit.


While testing the weapon, I noticed a couple of things which could do with being addressed:
  • The weapon doesn't automatically switch when it runs out of ammo.
  • Unlike the normal firing mode's grenade, The player doesn't suffer splash damage from the altfire mode's one if they happen to be in the area of effect.

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  • BadMojo
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8 years 1 month ago - 8 years 1 month ago #9 by BadMojo
Replied by BadMojo on topic [UPDATE] 40mm Grenade Launcher

There is a small issue with that: when you fire the weapon, the room lights up and stays lit.


Whoops, forgot about that.. should be fixed now.

as for the other 2 issue, they should be addressed now.. I just updated my link.

-A_Explode had some extra parameters, not sure why they are there, but I just commented them out just in case they were there for a reason.
EDIT: I should clarify.. this was the reason why the splash damage wasn't working.

-Ready state didn't loop... I gather that's what stopped the auto switch?
Last edit: 8 years 1 month ago by BadMojo.

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  • Blue Shadow
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8 years 1 month ago #10 by Blue Shadow
Replied by Blue Shadow on topic [UPDATE] 40mm Grenade Launcher

BadMojo wrote: as for the other 2 issue, they should be addressed now.. I just updated my link.

The auto-switch problem is till there.

A_Explode had some extra parameters, not sure why they are there, but I just commented them out just in case they were there for a reason.
I should clarify.. this was the reason why the splash damage wasn't working.

The first two parameters are for the damage and the radius. The third parameter is the culprit. See A_Explode .


Something else I noticed today concerning the original code of the weapon: the altfire mode consumes two points of ammo per shot, which makes no sense considering you're still firing one grenade.

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