[Request] Punch gun

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wildweasel
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[Request] Punch gun

Post by wildweasel »

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.
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BloodyAcid
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Re: [Request] Punch gun

Post by BloodyAcid »

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
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torridgristle
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Re: [Request] Punch gun

Post by torridgristle »

Tried to merge the top of the Ballistic Fist from Fallout to the Brutal Doom punch frame.
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5 years in ms paint
5 years in ms paint
Ballistic-Fist.png (6.96 KiB) Viewed 1251 times
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torridgristle
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Re: [Request] Punch gun

Post by torridgristle »

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.
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Anguish.
Anguish.
Ballistic-Fist-Alt-Strap-Barrel-2.png (6.97 KiB) Viewed 1246 times
Attempted to repair perspective / angle issues with barrel.
Attempted to repair perspective / angle issues with barrel.
Ballistic-Fist-Alt-Strap-Barrel.png (6.96 KiB) Viewed 1248 times
5 years 9 minutes in ms paint
5 years 9 minutes in ms paint
Ballistic-Fist-Alt-Strap.png (7.01 KiB) Viewed 1249 times
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torridgristle
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Re: [Request] Punch gun

Post by torridgristle »

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.
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Changed two pixels near the barrels.
Changed two pixels near the barrels.
OSS-Glove-Gun-AA.png (7.88 KiB) Viewed 1237 times
OSS-Glove-Gun.png
OSS-Glove-Gun.png (7.88 KiB) Viewed 1238 times
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wildweasel
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Re: [Request] Punch gun

Post by wildweasel »

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?
Image
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torridgristle
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Re: [Request] Punch gun

Post by torridgristle »

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. :geek:
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Fallout Ballistic Fist (Updated)
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.
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wildweasel
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Re: [Request] Punch gun

Post by wildweasel »

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.
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torridgristle
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Re: [Request] Punch gun

Post by torridgristle »

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.
You better believe it.

https://www.dropbox.com/s/o4x58r2m0lp49 ... %20Alt.psd

Also, resave the Ballistic Fist. I updated a few parts.
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wildweasel
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Re: [Request] Punch gun

Post by wildweasel »

Very awesome, thanks for this!
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TheRailgunner
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Re: [Request] Punch gun

Post by TheRailgunner »

wildweasel wrote:Very awesome, thanks for this!
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.
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wildweasel
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Re: [Request] Punch gun

Post by wildweasel »

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.
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TheRailgunner
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Re: [Request] Punch gun

Post by TheRailgunner »

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.
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torridgristle
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Re: [Request] Punch gun

Post by torridgristle »

I'm trying this weapon:
Spoiler: ShotgunFist
and 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.
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wildweasel
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Re: [Request] Punch gun

Post by wildweasel »

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
	}
}
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