AutoGun Mod
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AutoGun Mod
Ok, I've made this mod for Skulltag Survival and Invasion, but it should work perfectly in ZDoom too., it allows every player to summon their own deployable autogun turret, with ammo boxes dropped by the larger monsters occasionaly, it's still got some nasty bugs and is a work in progress, please give your opinion and please do not copy or steal anything from this wad, especially the code and sprites as I made them myself.
I'm planning on making new sprites, so it looks like a briefcase that open up with a minigun inside, like the Ronin from 007 Nightfire.
I'm planning on making new sprites, so it looks like a briefcase that open up with a minigun inside, like the Ronin from 007 Nightfire.
Last edited by CaptainToenail on Sat Aug 25, 2007 4:06 am, edited 1 time in total.
- Unknown_Assassin
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- Marcus101RR
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Oh bugger, that's probably because I forgot to add a Readme, anyway, new link: http://www.badongo.com/file/4152005
- The NUtcracker
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Thanks for the feedback guys!

I'm sure if I reduced the delay before it fires it would help. Also, I have made ceiling versions for a secret project I'm working on with some other guys, and it works pretty well.Sometimes it does seem to take quite a while before it decides that it is going to shoot the bad guys. Is there any way to improve on this?
Something else that would improve it would be enemies reacting to it. At present, enemies will only attack the gun if it hits them. Otherwise they ignore it. Presumably if infighting was turned off in a map, they would never attack it. Also, enemies don't hear it. You can throw one around the corner in MAP01 and the guys there will get taken out by the autogun but the enemies just around the next corner (who would react to the player firing from the same position and come looking for him) just remain there in their spawn state.
The second problem might be fixed/worked around by getting the gun to use an alertmonsters pointer. Not sure of the best way to fix the first problem though. Thing_hate could do it but I can't think of a way to make it universal for any map.
As for the taking a long time to attack monsters - I'm not sure what would fix it. I just placed on at the start of MAP01 and it shot one of the zombies. But then it sat there for ages until it decided it might as well kill the second one too.
I also noticed that if you throw one and it hits a monster, it just disappears.
The second problem might be fixed/worked around by getting the gun to use an alertmonsters pointer. Not sure of the best way to fix the first problem though. Thing_hate could do it but I can't think of a way to make it universal for any map.
As for the taking a long time to attack monsters - I'm not sure what would fix it. I just placed on at the start of MAP01 and it shot one of the zombies. But then it sat there for ages until it decided it might as well kill the second one too.
I also noticed that if you throw one and it hits a monster, it just disappears.
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Re: AutoGun Mod
where to dl
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Re: AutoGun Mod
Sergent, are you randomly bumping ancient topics for a reason? Seriously, stop it, you're forgiven for the first time, but not the second. <glare> 

Re: AutoGun Mod
(Sergeant Railgun) Bumping spree!
Plus it says the date of the post on the upper left of it. If its been 2 weeks since the last post, or a year old like this one, it probably means the topic is dead.
Plus it says the date of the post on the upper left of it. If its been 2 weeks since the last post, or a year old like this one, it probably means the topic is dead.