ultimate weapon.
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- DoomRater
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First raise code? Well, it raises up really fast and then runs through an animation. It's probably better to have that in the Ready frames though, becuase that way the weapon is alrady visible....
Raise:
WEAP 0 A_Raise
Loop
Ready:
WEAP ABCD 3
WEAP D -1 A_WeaponReady
The second piece is for people to figure out! Basically, I'd like people to take a guess why I used A_WeaponReady instead of A_Refire. Graf would probably tell me about bad side effects from using it, but the effect it produces is more than enough to make up for any unintentional effects I get.
Raise:
WEAP 0 A_Raise
Loop
Ready:
WEAP ABCD 3
WEAP D -1 A_WeaponReady
The second piece is for people to figure out! Basically, I'd like people to take a guess why I used A_WeaponReady instead of A_Refire. Graf would probably tell me about bad side effects from using it, but the effect it produces is more than enough to make up for any unintentional effects I get.
- Your Name Is
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- Contact:
- Your Name Is
- Posts: 802
- Joined: Sun Oct 31, 2004 5:06 pm
- Location: Raleigh, NC
- Contact:
- DoomRater
- Posts: 8270
- Joined: Wed Jul 28, 2004 8:21 am
- Preferred Pronouns: He/Him
- Location: WATR HQ
- Contact:
I'm using A_WeaponReady instead of A_Refire because it allows the weapon to refire just as if I had used that pointer, but at the same time allows the weapon to bob. An unintentional side effect of this code is that the person can switch weapons before the chaingun is done spinning down... but I don't really care about that too much. If the chaingun had used normal Fire frames, however, I wouldn't be able to get away with this, as a_weaponready resets the inaccuracy flags.