[Request] Punch gun
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- wildweasel
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[Request] Punch gun
I should in theory only need one frame of this: I'm looking for a graphic that is a short, shotgun-sized gun barrel mounted to a Doomguy-gloved arm. The idea is that it be a melee weapon that takes shotgun shells. Even just a start in the right direction would be appreciated.
- BloodyAcid
- Posts: 372
- Joined: Thu Jul 26, 2012 10:28 pm
- Location: Canadia
Re: [Request] Punch gun
The first image that came into mind was doomguy's hand being propelled by the shell fragmentation, loaded something like the automatic from Metro 2033.
http://images2.wikia.nocookie.net/__cb2 ... _M2033.png
http://images2.wikia.nocookie.net/__cb2 ... _M2033.png
- torridgristle
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Re: [Request] Punch gun
Tried to merge the top of the Ballistic Fist from Fallout to the Brutal Doom punch frame.
- Attachments
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- 5 years in ms paint
- Ballistic-Fist.png (6.96 KiB) Viewed 1251 times
- torridgristle
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Re: [Request] Punch gun
Alt strap. Probably the better of the two since it looks like it's attached to the side of it.
I'm having no luck with the barrel whatsoever.
I'm having no luck with the barrel whatsoever.
- Attachments
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- Anguish.
- Ballistic-Fist-Alt-Strap-Barrel-2.png (6.97 KiB) Viewed 1246 times
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- Attempted to repair perspective / angle issues with barrel.
- Ballistic-Fist-Alt-Strap-Barrel.png (6.96 KiB) Viewed 1248 times
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- 5 years 9 minutes in ms paint
- Ballistic-Fist-Alt-Strap.png (7.01 KiB) Viewed 1249 times
- torridgristle
- Posts: 684
- Joined: Fri Aug 23, 2013 9:34 am
Re: [Request] Punch gun
Based on the Sedgley OSS. Might be a bit too cartoony--I don't draw.
https://www.dropbox.com/s/hds64rkp0zyah ... %20Gun.psd
Here's the PSD which uses no layer styles and thus should be compatible with CS4 and GIMP so you can move the gun around on the back of his hand and make further adjustments.
https://www.dropbox.com/s/hds64rkp0zyah ... %20Gun.psd
Here's the PSD which uses no layer styles and thus should be compatible with CS4 and GIMP so you can move the gun around on the back of his hand and make further adjustments.
- Attachments
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- Changed two pixels near the barrels.
- OSS-Glove-Gun-AA.png (7.88 KiB) Viewed 1237 times
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- OSS-Glove-Gun.png (7.88 KiB) Viewed 1238 times
- wildweasel
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Re: [Request] Punch gun
The Ballistic Fist version seems like it would do what I need, but if I might nitpick a bit, I have a couple of potential suggestions that I'm currently unable to handle myself. Is there any chance you could make it somewhat larger, and perhaps use this hand as a base instead?


- torridgristle
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- Joined: Fri Aug 23, 2013 9:34 am
Re: [Request] Punch gun
I know this isn't what you wanted, but since I've got a proper arm for it now I figured I might as well do a Ballistic Fist that looks closer to canon in case another person wants it. 

- Attachments
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- Fallout Ballistic Fist (Updated)
- Ballistic-Fist-Fallout-Rip.png (11.71 KiB) Viewed 1177 times
Last edited by torridgristle on Wed Aug 28, 2013 1:48 pm, edited 2 times in total.
- wildweasel
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Re: [Request] Punch gun
Actually, this might be precisely what I'm looking for. Is the "gun" part on a separate layer, by chance? That'd ease my implementation of a muzzle flash effect.
- torridgristle
- Posts: 684
- Joined: Fri Aug 23, 2013 9:34 am
Re: [Request] Punch gun
You better believe it.wildweasel wrote:Actually, this might be precisely what I'm looking for. Is the "gun" part on a separate layer, by chance? That'd ease my implementation of a muzzle flash effect.
https://www.dropbox.com/s/o4x58r2m0lp49 ... %20Alt.psd
Also, resave the Ballistic Fist. I updated a few parts.
- wildweasel
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Re: [Request] Punch gun
Very awesome, thanks for this!
- TheRailgunner
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- Joined: Mon Jul 08, 2013 10:08 pm
Re: [Request] Punch gun
I know it's not terribly related, but you wouldn't know how to make the gun fire when it hits something, and not fire when it doesn't, would you? I've been messing around with A_JumpIfInside/OutsideMeleeRange, and so far I've just got it to occasionally jump to the firing state on contact.wildweasel wrote:Very awesome, thanks for this!
- wildweasel
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Re: [Request] Punch gun
I'm using A_JumpIfCloser, myself. Though this does still lead to situations where my custom punch attack connects but the range check does not let the weapon fire. Though, given the cheap nature of the weapon in my mod, I'm entirely willing to let that "glitch" stand as is, and explain it in the accompanying description.
- TheRailgunner
- Posts: 1556
- Joined: Mon Jul 08, 2013 10:08 pm
Re: [Request] Punch gun
wildweasel wrote:I'm using A_JumpIfCloser, myself. Though this does still lead to situations where my custom punch attack connects but the range check does not let the weapon fire. Though, given the cheap nature of the weapon in my mod, I'm entirely willing to let that "glitch" stand as is, and explain it in the accompanying description.
I've tried A_JumpIfCloser - it tends to either throw the punch into a loop (the "miss" state) or just outright crashes the game entirely.
EDIT: Nevermind, it was because I had stupidly misunderstood how frame-based state jumps worked.
- torridgristle
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Re: [Request] Punch gun
I'm trying this weapon:
Spoiler: ShotgunFistand I'm not entirely sure of what's causing it but I think it has to do with how Doom picks which monster you're targeting. I'm not entirely sure if the fist behaves any differently.
- wildweasel
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Re: [Request] Punch gun
If it helps, here is the current code I'm using:
Code: Select all
ACTOR PunchGunLoaded : Ammo
{
Inventory.MaxAmount 1
}
ACTOR PunchGunPuff
{
ActiveSound ""
AttackSound "weapons/punchgunwall"
SeeSound "weapons/punchgunpunch"
Scale 0.75
RenderStyle Add
Alpha 0.9
+NOGRAVITY
+NOEXTREMEDEATH
+PUFFONACTORS
States
{
Spawn:
POOF ABCDE 3
Stop
Melee:
POOF ABCDE 3
Stop
Crash:
POOF ABCDE 3
Stop
}
}
ACTOR PunchGun : CashWeapon
{
Weapon.AmmoType1 "PunchGunLoaded"
Weapon.AmmoUse1 1
Weapon.AmmoGive1 0
Weapon.AmmoType2 "ShotgunAmmo"
Weapon.AmmoUse2 0
Weapon.AmmoGive2 0
Weapon.SlotNumber 1
+Weapon.Ammo_Optional
+Weapon.Alt_Ammo_Optional
Decal "BulletChip"
States
{
Select:
HAND A 1 A_Raise
HAND A 0 A_Raise
Loop
Deselect:
HAND A 1 A_Lower
HAND A 0 A_Lower
Loop
Ready:
HAND A 1 A_WeaponReady(WRF_ALLOWRELOAD)
Loop
Fire:
HAND A 1 Offset(5,40)
HAND A 1 Offset(12,60)
HAND A 1 Offset(20,86)
TNT1 A 1
Hold: // Even if the gun is unloaded this is here so you can keep trying to punch for raw melee damage
PNCH A 1 Offset(-50,150)
PNCH A 1 Offset(-40,120)
PNCH A 1 Offset(-30,80)
PNCH A 1 Offset(-20,30) A_PlaySound("weapons/punchgunswing", 6)
PNCH A 1 A_JumpIfCloser(96, "FireShotgun") // Within 96 units, fires the gun.
Goto JustPunchEm // Otherwise, jump to a state where only the punch attack happens (so it still makes noise on walls)
FireShotgun:
PNCH A 0 A_JumpIfNoAmmo("JustPunchEm") // Go to the punch state if the gun isn't loaded
PNCH A 0 A_PlaySound("weapons/punchgunfire", CHAN_WEAPON)
PNCH A 0 A_GunFlash
PNCH B 0 A_CustomPunch(60, 1, 0, "PunchGunPuff") // Still punches.
PNCH B 0 A_FireBullets(15, 10, 8, 5, "BulletPuff", 1) //The gun fires on the exact same tic
PNCH B 1 BRIGHT Offset(-15,40)
PNCH C 1 BRIGHT Offset(-13,38) A_AlertMonsters // Guns are loud, yo.
Goto DontFireShotgun
JustPunchEm:
PNCH A 1 Offset(-15,40) A_CustomPunch(60, 1, 0, "PunchGunPuff")
PNCH A 1 Offset(-13,38)
Goto DontFireShotgun
DontFireShotgun:
PNCH A 1 Offset(-12,39)
PNCH A 1 Offset(-11,40)
PNCH A 1 Offset(-12,42)
PNCH A 1 Offset(-13,44)
PNCH A 1 Offset(-15,47)
PNCH A 1 Offset(-17,50)
PNCH A 1 Offset(-19,57)
PNCH A 1 Offset(-22,65)
PNCH A 1 Offset(-25,72)
PNCH A 1 Offset(-29,82)
PNCH A 1 Offset(-35,90)
PNCH A 1 Offset(-42,100)
PNCH A 1 Offset(-49,110)
PNCH A 1 Offset(-59,111)
PNCH A 1 Offset(-70,122)
PNCH A 1 Offset(-80,134)
PNCH A 1 Offset(-90,150)
TNT1 A 1 A_Refire
HAND A 1 Offset(20,66)
HAND A 1 Offset(17,60)
HAND A 1 Offset(13,55)
HAND A 1 Offset(9,50)
HAND A 1 Offset(5,46)
HAND A 1 Offset(3,42)
HAND A 1 Offset(2,38)
HAND A 1 Offset(1,35)
Goto Ready
// I omitted the altfire state (where you can punch the gun to force it to discharge without being in melee range) because it's not relevant here.
Reload:
HAND A 0 A_JumpIfInventory("PunchGunLoaded", 1, 2)
HAND A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
HAND A 1 A_WeaponReady(WRF_NOFIRE)
Goto Ready
HAND A 1 Offset(5,40)
HAND A 1 Offset(12,60)
HAND A 1 Offset(20,86)
TNT1 A 15
HAND A 1 Offset(20,66) A_PlaySound("weapons/punchgunload")
HAND A 1 Offset(17,60) A_TakeInventory("ShotgunAmmo", 1)
HAND A 1 Offset(13,55) A_GiveInventory("PunchGunLoaded", 1)
HAND A 1 Offset(9,50)
HAND A 1 Offset(5,46)
HAND A 1 Offset(3,42)
HAND A 1 Offset(2,38)
HAND A 1 Offset(1,35)
Goto Ready
}
}