[Weapon] UAC Standard Issue Rifle

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Re: [Weapon] UAC Standard Issue Rifle

Postby Captain Awesome » Sun May 15, 2011 4:34 pm

This needs to be on Realm 667! :D

Also, I think you could get around the being more useless than the pistol if it had two modes: semi-automatic and automatic. Then you could just say the zombies shoot in semi-automatic mode because their arms are too weak for the automatic recoil.
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Re: [Weapon] UAC Standard Issue Rifle

Postby hitmanx » Mon May 16, 2011 3:00 am

http://www.swfcabin.com/open/1305533894

Here's my rendition of the animation.
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Re: [Weapon] UAC Standard Issue Rifle

Postby Z86 » Tue May 17, 2011 7:37 am

Damn! This looks very good, and just the weapon that was missing for me!

I think i'll do some brightmaps for it...


aaaand: here we go:
MARINERIFLE_Bmap.png


The brightmaps should be the exact size of the corresponding sprites. I did it on the same sheet, so positions for frames are the same.

I did not test it, so it might need tweaking.
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Re: [Weapon] UAC Standard Issue Rifle

Postby Mike12 » Thu May 19, 2011 6:35 pm

Z86 wrote:Damn! This looks very good, and just the weapon that was missing for me!

I think i'll do some brightmaps for it...


aaaand: here we go:
MARINERIFLE_Bmap.png


The brightmaps should be the exact size of the corresponding sprites. I did it on the same sheet, so positions for frames are the same.

I did not test it, so it might need tweaking.



That looks great! Not sure how I'd make it work myself though, I don't really have any decorate knowledge or anything of the sort.
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Re: [Weapon] UAC Standard Issue Rifle

Postby Z86 » Fri May 20, 2011 5:59 am

http://zdoom.org/wiki/GLDEFS#Brightmaps

You can read about how brightmaps work here. I pretty much learned all i know from that wiki.
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Re: [Weapon] UAC Standard Issue Rifle

Postby WWII44 » Wed Jun 08, 2011 5:38 am

Bad Ass, would you mind horribly if I were to try to make an Angled sprite of this?
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Re: [Weapon] UAC Standard Issue Rifle

Postby Mike12 » Wed Jun 08, 2011 1:03 pm

WWII44 wrote:Bad Ass, would you mind horribly if I were to try to make an Angled sprite of this?


Go right ahead. I'd recommend using the NAM M-16 as a base, since that was the base for the reloading frames. That way, you could pretty much just use the same reloading frames as well.
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Re: [Weapon] UAC Standard Issue Rifle

Postby WWII44 » Wed Jun 08, 2011 1:43 pm

Mike12 wrote:
WWII44 wrote:Bad Ass, would you mind horribly if I were to try to make an Angled sprite of this?


Go right ahead. I'd recommend using the NAM M-16 as a base, since that was the base for the reloading frames. That way, you could pretty much just use the same reloading frames as well.


Ok, though I'm not entirely sure how to script a weapon to reload, my attempts always end up with the gun reloading when I stop firing(like how the plasma rifle or the HacX Uzi behaves when you release the trigger)
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Re: [Weapon] UAC Standard Issue Rifle

Postby HellCattX » Wed Jun 08, 2011 4:35 pm

it depends on how you want to go about it, me i use the duke nukem 3d style auto reload after empty mag, with no reload button, code like this:

Code: Select allExpand view
ACTOR Berreta : DoomWeapon
}
   Fire:
      BERF A 0 a_GunFlash
      BERF A 3 A_FireBullets(1, 2, 1, 9, "BulletPuff", 1)
      BERT E 3
      BERT E 0 A_FireCustomMissile("BulletCasing",0,0,1,4)
      BERT B 3
      BERT A 1 A_CheckForReload(12, "Rest")
      BERR A 0 A_PlaySound("weapons/Preload")
      BERR BCDF 5
      BERR DF 5
      BERR G 5 A_FireCustomMissile("EPTPISMAG",0,0,1,1)
      BERR HI 5
      BERR FDCB 5
      BERT A 5 A_ResetReloadCounter
      BERT A 5 A_ReFire
      Goto Ready
   Rest:
      BERT A 1
      BERT A 1 A_Refire
      Goto Ready


thats just one of the berreta's i've made, cut the code just to show the reload part. The Rest: Code is VITAL to make the reload sequence work.
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Re: [Weapon] UAC Standard Issue Rifle

Postby WWII44 » Wed Jun 08, 2011 4:45 pm

thank I could really use it one of thease days.
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Re: [Weapon] UAC Standard Issue Rifle

Postby marble » Mon Jun 13, 2011 11:06 am

why is there a recil animation? it's way easier to do it with offsets. it also takes less space.
i never understand why people prefer to put the same sprite in a wad several times, with different offets, instead of doing it with decorate.
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Re: [Weapon] UAC Standard Issue Rifle

Postby InsanityBringer » Mon Jun 13, 2011 11:25 am

the gun actually tilts upwards some in the recoil animations, something that can't be done with offsets.
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Re: [Weapon] UAC Standard Issue Rifle

Postby Xtyfe » Mon Jan 23, 2012 1:35 pm

Is it possible to have this modded to use the shotgun muzzle flash?
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Re: [Weapon] UAC Standard Issue Rifle

Postby Gez » Mon Jan 23, 2012 2:23 pm

Look here for a less alpha-ish version of the flash.
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Re: [Weapon] UAC Standard Issue Rifle

Postby Xtyfe » Mon Jan 23, 2012 2:27 pm

Gez wrote:Look here for a less alpha-ish version of the flash.


Thanks, that's perfect :D now matches stuff
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