DuduKrazy's Guns III [IT'S OVER!]

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Tubers
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Re: [WIP]DuduKrazy's Guns III

Post by Tubers »

I didn't realise you carryed on making this! I did ask permission to use your guns through email and you haven't replied. Have you changed it recently?
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Duducrazy
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Re: [WIP]DuduKrazy's Guns III

Post by Duducrazy »

tubers93 wrote:I didn't realise you carryed on making this! I did ask permission to use your guns through email and you haven't replied. Have you changed it recently?
as long as you credit me, and the other authors, you can use my guns with no problem.
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Tubers
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Re: [WIP]DuduKrazy's Guns III

Post by Tubers »

Duducrazy wrote:
tubers93 wrote:I didn't realise you carryed on making this! I did ask permission to use your guns through email and you haven't replied. Have you changed it recently?
as long as you credit me, and the other authors, you can use my guns with no problem.
Phew good job i credited you
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Duducrazy
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Re: [WIP]DuduKrazy's Guns III

Post by Duducrazy »

I made this script which unmorphs back to the modified DoomMarine class but i'm having a problem: once i run the script, the unmorph happens as it should. but when i select the UACRV Radio, i can't use it at all!

Code: Select all

script 344 (void)
{
	{
	UnMorphActor(0,1);
        SetPlayerProperty (0,0,3);
        GiveInventory("UACRVRadioPickup", 1);
	}
}
DrunkenMelon
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Re: [WIP]DuduKrazy's Guns III

Post by DrunkenMelon »

nexar2 wrote:You Should create another wad or pk3, and call it Duducrazy's Monsters!
And In That Wad You Have Multimonsters!
Like The Zombieman:
Zombieman
Suicide Bomber
Duke Nukem Trooper
Shotgun Marine
Pistol Marine
Zombie Marine
Heretic Gargyle
Hexen Ettin
And More!

PS: You Dont Have To Do It Becouse I Wanted You To!
I seriously recommend this. But what Nexar said, You don't Have to do it because we wanted you to.
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Duducrazy
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Re: [WIP]DuduKrazy's Guns III

Post by Duducrazy »

Updates:

- With some help from MartinHowe (Thank you very much, man!), i finally managed to fix the morph actor's teleporter beacon spawn bug.
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leileilol
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Re: [WIP]DuduKrazy's Guns III

Post by leileilol »

pistols aim too far up to ceiling as in the sprite itself

shotgun has no real pump animation, lame to use

this wad sucks for a keyboarder doomer
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Nexar
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Location: Sweden

Re: [WIP]DuduKrazy's Guns III

Post by Nexar »

i hope you could use these guns!
Das Shotgun
Shadow Warrior Ninja Stars

Why Dont The IDKFA Cheat Working Anymore?
Attachments
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Duducrazy
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Re: [WIP]DuduKrazy's Guns III

Post by Duducrazy »

Why Dont The IDKFA Cheat Working Anymore?
the idkfa cheat works again! i had to use the +CHEATNOTWEAPON flag to make sure you would not use another class's weapons. now that i made a powerup which makes you change between the two classes at anytime, there's no more need for using the flag, so i removed it. after all, when playing as the UACRV, picking up weapons and other things affects only the modified DoomMarine class.

example: you used the Radio and then you picked up the Railgun. When you press the Y key to exit the ship, you can switch to that weapon normally.

Now as for the weapons...

- The shotgun from Chasm: The Rift is cool but it's getting a little overused.

- I liked the Shurikens, but if i really add this weapon, i'll have to modify it. Basically i'll need to take out those "bracers" and darken the hands area to look like gloves. And i'm not very good at editing sprites, despite some nice edits like the modified Devastator Weapon.

- Sorry about this, but the fortune cookie is a no-go. That thing AFAIK is from chinese origin. Although the mod is inspired by SW, i'm trying to avoid any culture confusion like what happens in the game.
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Nexar
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Re: [WIP]DuduKrazy's Guns III

Post by Nexar »

Here Is Some Weapon Sprites With Black Gloves!
PS: The Uzi's Gloves And The Marack's(The Skull Shooter) Is Weapons I Have Edited Myself!
The Guns Are:
Scout Knife- Not Very Good But Better Then The Fists
Baretta Elite- Pretty Good, Better Then The Normal Doom Pistol
Uzi- Very Good, And Fast! But Have 160 Bullets Only
Marack, Power Of God- The Best Weapon Of These I Have! It Will Destroy Crush And Kill Everyone In A Hole Room!
Chainsaw- The Normal Doom Chainsaw But a Little Bit Stronger!

And Those Zombie Death Frames Are For The Katana!
Attachments
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Duducrazy
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Re: [WIP]DuduKrazy's Guns III

Post by Duducrazy »

Updates:

- New weapon added: MP-10 SMGs.

This weapon is on slot 4. It's a very rare weapon which can only be found on maps that have the SS guys. (Doom 2 Map 31 and 32)
Uses Uzi firing sound from SW and MP5K sprites from Duke 64. The weapon has high rate of fire, ammo consumption and recoil. Not affected by the scroll.

- New screenshots uploaded! See the first page for more details.
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Nexar
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Re: [WIP]DuduKrazy's Guns III

Post by Nexar »

Here Is Some More Weapons!
Spade- A Normal Digging Spade! Medium Good Weapon
MP5- A MP5 Fast And Good Weapon!
Machine Gun- A Serious Machine Gun! Slow At The Beginning But Fast When You Shoot
Strat 55- Very Strong But Also Having 160 Bullets!

Hope You Add Them!
Plus They Got Black Gloves!
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Duducrazy
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Re: [WIP]DuduKrazy's Guns III

Post by Duducrazy »

I'm sorry, but i didn't like these weapons. They look dull and overused to me.
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leileilol
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Re: [WIP]DuduKrazy's Guns III

Post by leileilol »

I'm pretty sure if he wanted to look for those other weapon sprites, he would. There's no real need to paste them here like it's yours.
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Imp Hunter
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Re: [WIP]DuduKrazy's Guns III

Post by Imp Hunter »

Hey the Spade isn't Overused :(
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