[UPDATE] 40mm Grenade Launcher
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
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- Dreadopp
- Administrator
- Posts: 183
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Probably I'll come with more updates for all other weapons near the end of this year, hopefully.
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- MagicWazard
- Moderator
- Posts: 808
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- MagicWazard
- Moderator
- Posts: 808
*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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Thanks for submitting all other updates in the end
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- BadMojo
- Wicked
- Posts: 224
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
- Administrator
- Posts: 1129
There is a small issue with that: when you fire the weapon, the room lights up and stays lit.BadMojo wrote: -Added a Flash state and A_GunFlash
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
- Wicked
- Posts: 224
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?
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- Blue Shadow
- Administrator
- Posts: 1129
The auto-switch problem is till there.BadMojo wrote: as for the other 2 issue, they should be addressed now.. I just updated my link.
The first two parameters are for the damage and the radius. The third parameter is the culprit. See A_Explode .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.
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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