[Mini Mod] M16A1 & Ak47 (fixed)

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willkuer
Posts: 268
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

[Mini Mod] M16A1 & Ak47 (fixed)

Post by willkuer »

As I'm still working on the Fallout mash up, I thought, maybe put out some old stuff for people to use as they see fit. This thread would also fit the resources forum, but I figured, it's playable so wth, just throw it into the gameplay mods section... :roll:

It's a pretty simple and basic mod: Instead of a Chaingun the game spawns a M16A1 or an AK47 on a 50/50 chance for your NAM flashback pleasure. Alt-fire switches between semi and full auto.
M16AA0.png
M16AA0.png (6.39 KiB) Viewed 2575 times
AK47A0.png
AK47A0.png (6.58 KiB) Viewed 2575 times
DOWNLOAD:
http://www.mediafire.com/file/eqv0gkz61 ... 1.pk3/file

As a bonus, it features Mikk-'s headshot ZScript!

If you find something not working please report! But it should work with GZDoom 3.5+

Have fun! :)
Last edited by willkuer on Tue Jan 29, 2019 9:56 am, edited 1 time in total.
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Ahpiox
Posts: 98
Joined: Fri Dec 22, 2017 1:52 am

Re: [Mini Mod] M16A1 & Ak47

Post by Ahpiox »

Good thing as usual, however, i think small mods isn't the way you can joy the people. Nothing offensive, just an opinion
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ElectricPulse
Posts: 244
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Graphics Processor: Intel (Modern GZDoom)
Location: São Paulo, Brazil

Re: [Mini Mod] M16A1 & Ak47

Post by ElectricPulse »

Good! M16A1 is the best thing the humanity have already made :lol:
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fakemai
Posts: 370
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Location: Australia

Re: [Mini Mod] M16A1 & Ak47

Post by fakemai »

The headshot detection in this breaks Revenants since the head hitboxes eat their missiles, and eventually they kill themselves. Look into how it works in Doom Tournament since it doesn't have that problem. It'd also be nice to have some indication of whether it's in semi or full auto.
Ahpiox wrote:Good thing as usual, however, i think small mods isn't the way you can joy the people. Nothing offensive, just an opinion
Yes it is. This is a nice flavour mod.
willkuer
Posts: 268
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: [Mini Mod] M16A1 & Ak47

Post by willkuer »

fakemai wrote:The headshot detection in this breaks Revenants since the head hitboxes eat their missiles, and eventually they kill themselves. Look into how it works in Doom Tournament since it doesn't have that problem. It'd also be nice to have some indication of whether it's in semi or full auto.
Oh shit! Didn't even notice that in the heat of battle - only ran two quick tests. Thanks for reporting! I hope I can fix it with my limited knowledge - will check out Doom Tournament and try my best! Worst case scenario is dropping the script on the cutting room floor (it's not essential).

I put a SMALLFONT indicator reading "semi"/"auto" above the ammo count on the fullscreen HUD actually - does it not show up on your screen? (Didn't edit the HUD bar though.)
HUD.JPG
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fakemai
Posts: 370
Joined: Mon Feb 12, 2018 12:26 am
Location: Australia

Re: [Mini Mod] M16A1 & Ak47

Post by fakemai »

Oh you need to be on the fullscreen HUD that's all. If using the one with the vanilla Doom status bar it won't show then.
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Jeimuzu73
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Location: Dropping today in Station Square.

Re: [Mini Mod] M16A1 & Ak47

Post by Jeimuzu73 »

No reloading sprites? Bummer, I could do much with them for a future mod.
willkuer
Posts: 268
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: [Mini Mod] M16A1 & Ak47

Post by willkuer »

Jeimuzu73 wrote:No reloading sprites? Bummer, I could do much with them for a future mod.
No, sorry. I don't have any tilted variants of the rifles. I guess I could fake it by just moving the left hand down to the clip and add the right hand operating the release (M16)/cocking handle (AK47). I'll see to it if I find the time :)

Anyways, the Revenant headshot error should be fixed. Silly me used an old version of Mikk-'s script. I hope it works now (source: viewtopic.php?f=105&t=57487).

Please re-download:
http://www.mediafire.com/file/eqv0gkz61 ... 1.pk3/file

(OP link updated too)

Cheers and have fun! :)
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