[Done] shotguns 2.1

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Re: shotguns + chainguns

Postby Captain J » Fri Feb 28, 2014 12:51 pm

i think we just created the shotganguage.
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Re: shotguns + chainguns

Postby Marisa Kirisame » Fri Feb 28, 2014 3:19 pm

I ended up replicating this in Unreal Tournament.
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Re: shotguns + chainguns

Postby hfc2x » Fri Feb 28, 2014 3:25 pm

Saya-chan wrote:I ended up replicating this in Unreal Tournament.

Pics or didn't happen

EDIT: shotguns
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Re: shotguns + chainguns

Postby Marisa Kirisame » Sat Mar 01, 2014 1:54 pm

Here's a swarm of flying Redeemers, one of the currently implemented drops (I also have enforcers, shock rifles and flak cannons).
Image
That counter down there is very handy.
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Re: shotguns + chainguns

Postby Captain J » Sat Mar 01, 2014 11:32 pm

i hope serious sam or postal would be happen like this, shotgunly.
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Re: shotguns + chainguns

Postby SAraisXenoQueen » Mon Mar 03, 2014 3:54 pm

This is just... Yes. Exellent.

Can't wait to see the UT version of this too.

It's funny as hell when a cyberdemon is locked in a painstate from all the millions of shotguns going off at his feet.
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Re: shotguns + chainguns

Postby LostSkull » Mon Mar 03, 2014 6:29 pm

Saya-chan wrote:Here's a swarm of flying Redeemers, one of the currently implemented drops (I also have enforcers, shock rifles and flak cannons).
Spoiler:

That counter down there is very handy.

"And stay down!"
Last edited by LostSkull on Tue Mar 04, 2014 4:17 am, edited 1 time in total.
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Re: shotguns + chainguns

Postby Captain J » Tue Mar 04, 2014 2:31 am

don't forget to add a spoiler to seal this redeemized size of that redeemshot, skull.

oh wait, back to shotganguage, not a redeemwords.
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Re: shotguns + chainguns

Postby LostSkull » Tue Mar 04, 2014 3:21 am

Fixed.
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Re: shotguns + chainguns

Postby Untitled » Thu Mar 06, 2014 9:53 am

I forget if this was fixed, but in the original shotguns.pk7 there was an A_SetTics (Random(40,70)), giving an element of chaos in the shotguns firing. Can I have that back? I found it more fun with the shotguns going off in an unsynchronized cascade of bullets.

EDIT: And also a random number of tics before they self-destruct, please.
Last edited by Untitled on Thu Mar 06, 2014 12:05 pm, edited 2 times in total.
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Re: shotguns + chainguns

Postby Marisa Kirisame » Thu Mar 06, 2014 11:32 am

True, Guns.u is also using a randomized timer, and it really makes a difference in terms of fun.
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Re: shotguns + chainguns

Postby Marrub » Thu Mar 06, 2014 5:33 pm

Untitled wrote:I forget if this was fixed, but in the original shotguns.pk7 there was an A_SetTics (Random(40,70)), giving an element of chaos in the shotguns firing. Can I have that back? I found it more fun with the shotguns going off in an unsynchronized cascade of bullets.

EDIT: And also a random number of tics before they self-destruct, please.

Yeah, I destroyed that for Zandronum compatibility. But I think Zandronum takes FRAM A random(nn, nn) as a valid frame.
EDIT: Nope. New version soon.
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Re: shotguns + chainguns

Postby Marrub » Thu Mar 06, 2014 6:47 pm

shotguns 7
shotgun firing should be more chaotic now but I couldn't get it to tic specific stuff sorry
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Re: shotguns + chainguns

Postby Untitled » Thu Mar 06, 2014 9:11 pm

Marrub wrote:shotguns 7
shotgun firing should be more chaotic now but I couldn't get it to tic specific stuff sorry

What you could do is have it so the spawn state is
Code: Select allExpand view
#### A 1 A_Jump(5,"Shot")
Loop
(with the the "shot" state being the state where it fires).
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Re: shotguns + chainguns

Postby Zhs2 » Fri Mar 07, 2014 3:25 pm

I find it really weird in this new revision that shotguns can take anywhere from a second to a minute to explode after firing; catches the player off guard more often than you would think. If I'm not mistaken, though, did it get more chaotic or was it always this crazy when you shot a single demon once? I'm afraid to find and shoot one of the bosses.
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