No it doesn't. It calls the overlaid Flash state, which runs simultaneously to the current gun states.Kappes Buur wrote:A_GunFlash illuminates the whole sprite when the weapon is fired.
Bright illuminates the gun. A_Light illuminates the level.
No it doesn't. It calls the overlaid Flash state, which runs simultaneously to the current gun states.Kappes Buur wrote:A_GunFlash illuminates the whole sprite when the weapon is fired.
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Code: Select all
Actor Hellkn2 : HellKnight 69
{
Deathsound Null
States
{
Death:
BOS2 I 8
TNT1 A 0 A_StopSound(CHAN_VOICE)
BOS2 J 8 A_Playsound("deathquote",2,1.0,false,ATTN_NONE)
BOS2 K 8
BOS2 L 8 A_NoBlocking
BOS2 MN 8
BOS2 O -1
Stop
}
}
Code: Select all
$random ONELIN { ONELIN01 ONELIN02 ONELIN03 ONELIN04 ONELIN05 ONELIN06 ONELIN08}
ONELIN01 smart
ONELIN02 PICUPS
ONELIN03 PICUPS
ONELIN04 boomstik
ONELIN06 dark4
ONELIN08 dark6
$singular ONELIN
$random deathquote { DQ1 DQ2 DQ3 DQ4 DQ5 DQ6 DQ7 DQ8 DQ9 DQ0}
DQ1 dark3
DQ2 NEXT
DQ3 GWG
DQ4 NEXT
DQ5 PICUPS
DQ6 dark4
DQ7 null
DQ8 null
DQ9 null
DQ0 null
$singular deathquote
Using [wiki]A_CustomPunch[/wiki] and CPF_USEAMMO can do this correctly I presume, but you have to define the Weapon.AmmoUse when using this.SPLCHRLCRNG wrote:How can one make a weapon that uses ammo when it hits a monster (not when it misses or hits a wall)? I'm trying to re-make the hammer from Hexen that has a more powerful melee attack when used on someone close up, but uses still mana when the melee strike hits (basically, Timon's Axe with the same hammer throwing ability as the hammer of retribution).
I'd imagine making a custom puff with +PUFFGETSOWNER and having it A_TakeFromTarget the ammo in the correct state would work nicely.SPLCHRLCRNG wrote:How can one make a weapon that uses ammo when it hits a monster (not when it misses or hits a wall)? I'm trying to re-make the hammer from Hexen that has a more powerful melee attack when used on someone close up, but uses still mana when the melee strike hits (basically, Timon's Axe with the same hammer throwing ability as the hammer of retribution).
Then it sounds like you should [wiki=ACS]learn about it[/wiki]!xenoxols wrote:Well what i'm trying to do is implement a taunt system like duke3d. And I don't know anything about acs.