This was part of one of my abandoned projects. But it works like a dual fists.
And I had no problems with sounds. It played a punching sound while hitting enemies etc.
and metal screech while hitting wall. But I used A_Custompunch. So maybe this helps you out.
Code: Select all
actor HandBlades : Weapon 10100
{
//$Category BTV_Weapons
Game Doom
Weapon.SelectionOrder 3700
Weapon.Kickback 100
Weapon.SlotNumber 1
Inventory.PickupMessage "You acquired Damned Handblades!"
Inventory.PickupSound "pickup/armor"
+WEAPON.NOALERT
+WEAPON.MELEEWEAPON
+FLOATBOB
Obituary "%o Was Taught a lesson by %k And His Handblades"
States
{
Spawn:
FIST P -1
Loop
Ready:
PUCH A 1 a_weaponready
loop
PUCH A 1 a_weaponready
Deselect:
PUCH A 1 A_Lower
loop
Select:
PUCH A 1 A_Raise
loop
Fire:
PUCH A 0 A_JumpIfInventory("FistToken", 1, "LeftPunch")
PUCH A 3 A_Playsound ("FIST/SWING")
PUCH B 2
PUCH L 0 A_CustomPunch (0,0,0,"HandBladeDeflectPuff",0,0)
PUCH L 2 A_CustomPunch (55,1,0,"HandBladePuff",0,0)
PUCH C 2
PUCH M 2
PUCH D 2
PUCH N 2
PUCH E 2
PUCH R 2
PUCH K 0 A_GiveInventory("FistToken",1)
PUCH K 3 A_ReFire
goto Ready
LeftPunch:
PUCH F 3 A_Playsound ("FIST/SWING")
PUCH G 2
PUCH O 0 A_CustomPunch (0,0,0,"HandBladeDeflectPuff",0,0)
PUCH O 2 A_CustomPunch (55,1,0,"HandBladePuff",0,0)
PUCH H 2
PUCH P 2
PUCH I 2
PUCH Q 2
PUCH J 2
PUCH K 0 A_TakeInventory("FistToken",1)
PUCH K 3 A_ReFire
goto Ready
}
}