Bayonet Rifle
- Dreadopp
- Administrator
- Posts: 183
For the muzzle flashes, I was thinking it might actually be good to use them if they are there. They would make the firing sequence a little more interesting overall.
Please Log in or Create an account to join the conversation.
- Quantum_Dranger
- Topic Author
- Chaingunner
- Posts: 54
Please Log in or Create an account to join the conversation.
- Quantum_Dranger
- Topic Author
- Chaingunner
- Posts: 54
Please Log in or Create an account to join the conversation.
- MagicWazard
- Moderator
- Posts: 808
Quantum_Dranger wrote: I would use the muzzle flashes though doom does not allow you to underlay flashes.
Some people get around this by putting the "flash" sprites into the Fire state, and the gun sprites into the Flash state, so that the gun sprites are drawn above the flash sprites. You'd then make the sprites in the Fire state Bright instead of the ones in the Flash state. I don't think there are any particular downsides to doing it this way as long as everything works visually.
Please Log in or Create an account to join the conversation.
- Quantum_Dranger
- Topic Author
- Chaingunner
- Posts: 54
Wait, I remembered the A_Overlay command. here is a version with flash.
Please Log in or Create an account to join the conversation.
- MagicWazard
- Moderator
- Posts: 808
Quantum_Dranger wrote: http://www.m*diafire.com/file/4dm6ofcqz116rod/BayonetRifle.zip
Wait, I remembered the A_Overlay command. here is a version with flash.
I don't think I've even heard of A_Overlay! Yeah, that seems like a much better idea.
Please Log in or Create an account to join the conversation.
- Quantum_Dranger
- Topic Author
- Chaingunner
- Posts: 54
Please Log in or Create an account to join the conversation.
- Blue Shadow
- Administrator
- Posts: 1129
- Remove the "was" from the obituary message. With that, the message should be: "%o met the end of a bayonet".
- It's better if the Ready state lasted 1 tic instead of 2, as that would make the weapon as responsive as possible, and its bobbing as smooth as possible, too.
Code:Ready: PBAY A 2 A_WeaponReady // <--- Should last 1 tic. Loop
Please Log in or Create an account to join the conversation.
- Quantum_Dranger
- Topic Author
- Chaingunner
- Posts: 54
Please Log in or Create an account to join the conversation.
- Blue Shadow
- Administrator
- Posts: 1129
Please Log in or Create an account to join the conversation.