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Single Barrel Shotgun

  • Quantum_Dranger
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  • Chaingunner
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7 years 4 weeks ago #31 by Quantum_Dranger
Replied by Quantum_Dranger on topic [SUBMISSION] Single Barrel Shotgun
Is this weapon good to go or does anything else need to be fixed?

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6 years 6 months ago #32 by Quantum_Dranger
Replied by Quantum_Dranger on topic [SUBMISSION] Single Barrel Shotgun
bump

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  • Blue Shadow
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6 years 6 months ago - 6 years 6 months ago #33 by Blue Shadow
Replied by Blue Shadow on topic Single Barrel Shotgun
  • There's a pause after the firing sequence is finished, which I find a little too long:
    Code:
    Fire: TNT1 A 0 A_GunFlash TNT1 A 0 A_PlaySound ("weapons/boomstick", CHAN_WEAPON) SNGL A 2 Offset (0, 30) A_FireBullets (11.2, 7.1, 10, 5, "BulletPuff") SNGL A 2 Offset (0, 45) A_SetPitch (Pitch-0.75) SNGL A 2 Offset (0, 50) SNGL A 1 Offset (0, 75) SNGL A 3 Offset (0, 60) A_SetPitch (Pitch+0.75) SNGL A 3 Offset (0, 50) SNGL A 3 Offset (0, 40) SNGL A 1 Offset (0, 30) SNGL BCDEFGH 3 SNGL A 20 A_ReFire // <----- I'm referring to this. Goto Ready
  • After firing the last shot, the player still appears to load a shell into the weapon even though they shouldn't have shells to load. The weapon should switch out immediately after firing in that case, just like the super shotgun.
  • Some of the weapon's frames could do with being lowered a little, since they leave a bit of a gap at the bottom of the screen if you're playing with the fullscreen HUD.
Last edit: 6 years 6 months ago by Blue Shadow.

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6 years 5 months ago #34 by Quantum_Dranger
Replied by Quantum_Dranger on topic Single Barrel Shotgun
Made the frames lower, the delay shorter and the reload stop if one does not have a shell.

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  • Blue Shadow
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6 years 5 months ago - 6 years 5 months ago #35 by Blue Shadow
Replied by Blue Shadow on topic Single Barrel Shotgun
In light of the recent change(s), here's more feedback:
  • Edit the new barrel sprites into the actual weapons' sprites instead of handling them as overlays. Since the weapon doesn't go through the full animation of the fire sequence when out of ammo now, an animation desync is introduced between the sprites and the overlays.
  • Again, now that the weapon switches out during the firing sequence after firing the last shot, it wouldn't make sense to hear the reloading part of the sound.
  • It's better if A_CheckReload is placed on the SNGLB frame/state, like this:
    Code:
    Fire: TNT1 A 0 A_GunFlash TNT1 A 0 A_PlaySound ("weapons/boomstick", CHAN_WEAPON) SNGL A 2 Offset (0, 30) A_FireBullets (11.2, 7.1, 10, 5, "BulletPuff") SNGL A 2 Offset (0, 45) A_SetPitch (Pitch-0.75) SNGL A 2 Offset (0, 50) SNGL A 1 Offset (0, 75) SNGL A 3 Offset (0, 60) A_SetPitch (Pitch+0.75) SNGL A 3 Offset (0, 50) SNGL A 3 Offset (0, 40) SNGL A 1 Offset (0, 30) SNGL B 3 A_Checkreload // <--- Here... SNGL CDEFGH 3 SNGL A 8 A_ReFire Goto Ready
Last edit: 6 years 5 months ago by Blue Shadow.

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6 years 5 months ago #36 by Quantum_Dranger
Replied by Quantum_Dranger on topic Single Barrel Shotgun
Fixed the issues: http://www.m*diafire.com/file/4ts8waups9ur9ti/SingleShot.zip

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6 years 4 months ago #37 by Blue Shadow
Replied by Blue Shadow on topic Single Barrel Shotgun

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