[Duplicate] double shotgun?

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double shotgun?

Postby SargeBaldy » Fri Jan 09, 2004 6:51 pm

i posted this in the strife bugs forums awhile ago, but as it occurs in hexen as well i thought i'd repost it here. http://forum.zdoom.org/viewtopic.php?t=1354
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Postby LilWhiteMouse » Fri Jan 09, 2004 6:54 pm

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Postby SargeBaldy » Fri Jan 09, 2004 7:03 pm

thanks, i couldn't read that through all the funky caps :P
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Postby cccp_leha » Fri Jan 09, 2004 7:14 pm

Hey Mouse, is your avatar somewhat from Jedi Academy?
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Postby LilWhiteMouse » Fri Jan 09, 2004 7:31 pm

cccp_leha wrote:Hey Mouse, is your avatar somewhat from Jedi Academy?


It's a concept model for the player of a Star Wars mod I've been contemplating, but haven't decided if I'm actually going to do it yet.

Image
Image
Neeza and the prototype TIE Varitech she steals.
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Postby cccp_leha » Fri Jan 09, 2004 7:35 pm

Look quite cool. Is that a ZDoom mod?
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Postby LilWhiteMouse » Fri Jan 09, 2004 7:44 pm

cccp_leha wrote:Look quite cool. Is that a ZDoom mod?


If I do it, yes.
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Postby wildweasel » Fri Jan 09, 2004 9:24 pm

I'll help with Dehacked if you need it - I've got some interesting effects I've been wanting to try out.
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Postby Ultraviolet » Fri Jan 09, 2004 10:47 pm

wildweasel: Whatever happened to the whole thing where people would try making bullet shell casings fly? I don't think I understood at the time how it was done, and I don't have the version of Immoral Conduct that had it anymore... could someone explain?
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Postby wildweasel » Fri Jan 09, 2004 11:05 pm

Ultraviolet - To be honest, I'm not really sure if that was even in the DEH versions...even if it was, I have no idea how he did it.
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Postby Cory » Sat Jan 10, 2004 10:46 am

I don't know if it works in current versions of ZDoom, but in 1.22 you just made the BFG projectile use 0 ammo, then make it slow and bouncy.

Assign the BFG codepointer to the weapon after it's primary attack, and that's it.

It looks fairly crappy though, as the shells always go frontwards, and you can't control the angle, but there you go.
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Postby Bio Hazard » Sat Jan 10, 2004 11:48 am

zdoom so needs ddf support
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Postby Ultraviolet » Sat Jan 10, 2004 12:02 pm

Cory: I thought it was pretty cool, though. Also, I'm quite glad to see you posting!

Oh, and I finally had an idea on why it wasn't working before. There might be some conflict between DEH's BFG ammo use number and ZDoom's relatively new per-weapon ammo use specification you can supply in a patch.

If the BFG projectile won't work anymore, I don't think there is any other projectile you could use with which you could get around the ammo use problem. Ejecting will probably cost you an extra bullet now... meh.

I suppose there could be a way to work it into the player attack frames, maybe.
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Postby Xaser » Sun Jan 11, 2004 10:04 am

Ultraviolet wrote:I suppose there could be a way to work it into the player attack frames, maybe.


Yeah, but then all weapons (including fists and chainsaw) will have ejecting shells. :P
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