Screenshot:
Spoiler:
Spoiler:
Exactlycomet1337 wrote:the gunsmoke spawning above where it should?
Code: Select all
Doom2Ammo:
TNT1 A 0 A_JumpIfInventory ("FDDoom2Bullets, 0, "Nope")
TNT1 A 0 A_CheckFlag ("DROPPED", "Doom2AmmoDropped") //this is the line you have to add, it needs to be above A_GiveInventory
TNT1 A 0 A_GiveInventory ("FDDoom2Bullets", 10)
TNT1 A 0 A_PlaySound ("items/doom2bulletsmall", CHAN_ITEM, 1, 0, 1.5)
TNT1 A 0 A_SpawnItemEx("FDClipPickupMessageDoom2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)
Stop
//When a zombie dies, and drops its clip, the game will jump to the following state. It's identical to the previous one, the only difference is a halved amount of bullets.
Doom2AmmoDropped:
TNT1 A 0 A_JumpIfInventory ("FDDoom2Bullets, 0, "Nope")
TNT1 A 0 A_GiveInventory ("FDDoom2Bullets", 5)
TNT1 A 0 A_PlaySound ("items/doom2bulletsmall", CHAN_ITEM, 1, 0, 1.5)
TNT1 A 0 A_SpawnItemEx("FDClipPickupMessageDoom2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)
Stop
I'll think about it.DabbingSquidward wrote:Would you kindly (heh) remove the +FORCEXYBILLBOARD flag from the weapon and item pickups?
Absolutely not, that makes no sense whatsoever.DabbingSquidward wrote:Perhaps from the puffs, sparks and particles aswell.
Mmmm. I disagree personally, but the wonders of pure CVARium make that a non-issue. I'll add a cvar for halved ammo pickups from dropped weapons, and maybe add some extra stuff if I think of them.DabbingSquidward wrote:Btw, I know you already said the ammo values are intentional, but IMO it's just too much.
Ye, obviously.DabbingSquidward wrote:This should be taken into consideration regarding my suggestion about optional limited pistol ammo.
That's neat, but why does it have sound effects in it? That's not needed for something like this.m8f wrote:- Doom 2 chainsaw, Plutonia circular saw, and JPCP katana cut enemies
- TNT Maser, Doom 2 plasma rifle, and BTSX Plasma gun burn enemies
- BTSX shotgun burns enemies with green fire (because it shoots something green)
Sound effects are files that are used by BDoom_Monsters.wad, but are stored in BDoom_Weapons.wad. When Beautiful Doom is used without weapons, some monsters are silent when shooting. I reported it here. So included sounds just bring back sound to monsters. I mentioned it in README.txt inside my patch, and maybe should have mentioned it in a post.Yholl wrote:That's neat, but why does it have sound effects in it? That's not needed for something like this.
Well, yeah, but there wasn't much to be done with TNT or Plutonia, until Final Doomer did something with it. I'm sure he'll come up with something.SiFi270 wrote:I'm really not sure what could be done with it, besides the chainsaw replacement possibly being the sword the Marine was holding in titlepics up to V0.9, or the cattle prod mentioned in Impie's backstory for later versions.