PowerSilencer powerup
Moderator: GZDoom Developers
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Re: PowerSilencer powerup
If we're going to build in volume lowering, why not use Powerup.Strength to control the volume? That's the best suggestion I've heard so far -- means you can control it fully or even disable it if need be.
Hardcoding it to 10% is still problematic. Why hard-code it? The Powerup.Strength route lets every bit be customizable as desired.
Hardcoding it to 10% is still problematic. Why hard-code it? The Powerup.Strength route lets every bit be customizable as desired.
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- Lead GZDoom+Raze Developer
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Re: PowerSilencer powerup
Because ideally this should be set by the weapon, not the powerup.
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Re: PowerSilencer powerup
So a "Weapon.SilencedVolume" property or the like? Might be good to let each weapon define it's own silenced sound, too.
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Re: PowerSilencer powerup
I'd still recommend using Powerup.Strength for a default in case of weapons not specifying one. It's a great property that can replace a lot of hardcoded behaviors, I'd love to see it used more.
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Re: PowerSilencer powerup
What about:
The weapon has the "WEAPON.NOALERT" flag, and in the states, you add this:
"TNT1 A 0 A_JumpIfInventory("SilencerPowerUp", 1, "SilencedFire")"
The weapon has the "WEAPON.NOALERT" flag, and in the states, you add this:
"TNT1 A 0 A_JumpIfInventory("SilencerPowerUp", 1, "SilencedFire")"
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Re: PowerSilencer powerup
The point of this powerup is to simulate the Silencer from Quake 2, which universally silenced all weapons regardless of whether they were silent to begin with.
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Re: PowerSilencer powerup
Bumping this to see if any progress has been made or if its been completely forgotten. I've been at the point in my Quake II project where I'm ready to start polishing my weapon code and adding a few improvements but can't yet because I still don't have a solution to the silencer problem. If you guys don't have time to work on this or don't feel like it would add enough to ZDoom/GZDoom to be worth the effort, please let me know so I can begin searching for other alternatives or scrap the silencer from my project altogether. I don't mean to be sound rude, I understand people have busy lives, my own can get hectic at times, its just that its been several months and I need to know what the status is on this so I know how to move forward on my project.
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- Lead GZDoom+Raze Developer
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Re: PowerSilencer powerup
Well, this happens if the feature suggestions forum is persistently ignored by the lead developer. Stuff gets added and ignored and eventually forgotten. It has been like this for the 10 years this forum has been present.
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Re: PowerSilencer powerup
Or if someone else steps up to the plate and codes it themselves, like I did with many a feature idea I had in my head. Simply put, I got fed up with seeing my ideas ignored so I struck out and made them myself. Most of them got in. As for others? Meh. Oh well. Was worth a shot.
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Re: PowerSilencer powerup
If I knew how to code it myself, I would just create my own fork for my project, theres a lot I would add, change, or tweak for my project if I knew how. However I'm currently learning Python right now and don't have the time to try learning a variant of C which I assume ZDoom is programmed in. Time is sadly something not many people have in abundance these days, myself included.Major Cooke wrote:Or if someone else steps up to the plate and codes it themselves, like I did with many a feature idea I had in my head. Simply put, I got fed up with seeing my ideas ignored so I struck out and made them myself. Most of them got in. As for others? Meh. Oh well. Was worth a shot.
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Re: PowerSilencer powerup
If this is really keeping you from making advances, you could just make a dummy power up that does nothing when activated, then slap +WEAPON.NOALERT on every weapon and instead use A_JumpIfInventory to check if the player has the dummy power up. If so, go to a fire state with reduced sound; if not, go to the normal fire state with the regular sound and A_AlertMonsters.
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Re: PowerSilencer powerup
Already been through this.Arctangent wrote:If this is really keeping you from making advances, you could just make a dummy power up that does nothing when activated, then slap +WEAPON.NOALERT on every weapon and instead use A_JumpIfInventory to check if the player has the dummy power up. If so, go to a fire state with reduced sound; if not, go to the normal fire state with the regular sound and A_AlertMonsters.
I'm already using this as a shortstop measure for most of the weapons but it will not work with the weapons with complex HOLD firing states.Enjay wrote:I hope there is a better way to do this but the following might work:
Have all relevant weapons have the +NOALERT flag.
In the firing state sequence, have an inventory check that jumps past the next frame if true.
The next frame would call A_AlertMonsters.
The powerup would give the item that causes the inventory check to jump past the call to A_AlertMonsters.22alpha22 wrote:That is exactly the workaround I used for the other weapons.Spoiler:Unfortunately, I don't see how this will work with weapons with complex "HOLD" firing states like the chaingun.Spoiler:EDIT:
I've just completed a hacky and messy ACS implementation of the silencer for the machinegun by duplicating the machinegun with a silenced version and using ACS to switch to it when the silencer is active.Spoiler:Unless anyone knows of a better way to do this, I'm gonna do this for the chaingun and hyperblaster as well.
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Re: PowerSilencer powerup
Code: Select all
Actor AlphaChaingun : Weapon 20003
{
//$Category Weapons
//$Sprite HCHGA0
Game Doom
SpawnID 4
Tag "Chaingun"
Radius 16
Height 36
Inventory.Icon "HCHGA0"
Inventory.PickupMessage "Chaingun"
Inventory.PickupSound "Weapons/Pickup"
Weapon.AmmoGive 50
Weapon.AmmoType "AlphaBullet"
Weapon.AmmoUse 1
Weapon.SelectionOrder 7
Weapon.SlotNumber 4
Weapon.SlotPriority 0
Weapon.SisterWeapon "AlphaChaingunQuadDamage"
Obituary "%o was cut in half by %k's chaingun"
+DONTBOB
+NOAUTOAIM
+ALWAYSPICKUP
+WEAPON.NOALERT
States
{
Spawn:
PCHG A -1
Loop
Select:
TNT1 A 0 A_GiveInventory("AlphaChaingunInventory",1)
TNT1 A 0 A_Raise
Goto Select+1
Deselect:
WCHG H 0 A_JumpIfNoAmmo("Dry")
WCHG EFG 4
TNT1 A 0 A_Lower
Goto Deselect+4
Ready:
WCHG ABCD 4
WCHG H 10 A_WeaponReady
WCHG H 0 A_Jump(125,"Idle")
Goto Ready+4
Fire:
WCHG H 0 A_GunFlash("FireBullets",GFF_NOEXTCHANGE)
WCHG I 4 Bright
WCHG J 4 Bright
WCHG K 4 Bright
WCHG L 4 Bright
WCHG M 4 Bright
WCHG N 4 Bright
WCHG O 4 Bright
WCHG P 4 Bright
WCHG Q 4 Bright A_ReFire
WCHG H 8
Goto Ready+4
FireBullets:
TNT1 A 0 A_JumpIfInventory("PowerSilencer", 1, "FireBulletsSilent")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_PlaySound("Chaingun/Spinup",5)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
Stop
FireBulletsSilent:
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_PlaySound("Chaingun/Spinup",5)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
Stop
Hold:
WCHG H 0 A_GunFlash("HoldBullets",GFF_NOEXTCHANGE)
WCHG I 4 Bright
WCHG J 4 Bright
WCHG K 4 Bright
WCHG L 4 Bright
WCHG M 4 Bright
WCHG N 4 Bright
WCHG O 4 Bright
WCHG P 4 Bright
WCHG Q 4 Bright
WCHG R 4 Bright
WCHG S 4 Bright A_ReFire
WCHG H 0 A_GunFlash("Spindown",GFF_NOEXTCHANGE)
WCHG I 4 Bright A_PlaySound("Chaingun/Spindown",5)
WCHG J 4 Bright
WCHG K 4 Bright
WCHG L 4 Bright
WCHG M 4 Bright
WCHG N 4 Bright
WCHG O 4 Bright
WCHG P 4 Bright
WCHG Q 4 Bright
WCHG H 8 A_ClearReFire
Goto Ready+4
HoldBullets:
TNT1 A 0 A_JumpIfInventory("PowerSilencer", 1, "HoldBulletsSilent")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_PlaySound("Chaingun/Spin",5,1.0,TRUE)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
Stop
HoldBulletsSilent:
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_PlaySound("Chaingun/Spin",5,1.0,TRUE)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
Stop
Spindown:
TNT1 A 0 A_JumpIfInventory("PowerSilencer", 1, "SpindownSilent")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_JumpIfNoAmmo("Spindown")
TNT1 A 0 A_PlaySound("Chaingun/Spindown",5)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
Stop
SpindownSilent:
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_JumpIfNoAmmo("Spindown")
TNT1 A 0 A_PlaySound("Chaingun/Spindown",5)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
Stop
Dry:
TNT1 A 0 A_StopSound(5)
TNT1 A 0 A_PlayWeaponSound("Weapons/Dry")
Goto Deselect+1
Idle:
ICHG ABCDEF 4 A_WeaponReady
ICHG G 20 A_WeaponReady
ICHG G 0 A_Jump(200,8)
ICHG GFEDCBA 4 A_WeaponReady
Goto Ready+5
ICHG G 4 A_WeaponReady
ICHG G 0 A_Jump(125,1)
ICHG G 105 A_WeaponReady
ICHG GHIJKL 4 A_WeaponReady
ICHG L 20 A_WeaponReady
ICHG L 0 A_Jump(200,13)
ICHG LKJIHGFEDCBA 4 A_WeaponReady
Goto Ready+5
ICHG L 4 A_WeaponReady
ICHG L 0 A_Jump(125,1)
ICHG L 70 A_WeaponReady
ICHG LMNOPQRSTUVWXYZ 4 A_WeaponReady
IICG ABCD 4 A_WeaponReady
ICHG D 70 A_WeaponReady
Goto Ready+4
}
}
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- Posts: 306
- Joined: Fri Feb 21, 2014 5:04 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Montana, USA
Re: PowerSilencer powerup
I tweaked you're example a bit, in yours the silencer was infinite while it should only get about 30 shots, but nonetheless it works. I didn't think performing state jumps from a FLASH state would work properly, thats why I never tried it. I'll apply this silencer effect to the machinegun and hyperblaster too, then all my weapons will have working silencer effects. I still hope a proper Silencer powerup or additional PowerWeaponLevel2 is added, so I can implement the silencer in a more clean way, but its no longer urgent; and if no such powerup is ever added, well this will suffice.Arctangent wrote:Only a couple minutes in Notepad++.Code: Select all
Actor AlphaChaingun : Weapon 20003 { //$Category Weapons //$Sprite HCHGA0 Game Doom SpawnID 4 Tag "Chaingun" Radius 16 Height 36 Inventory.Icon "HCHGA0" Inventory.PickupMessage "Chaingun" Inventory.PickupSound "Weapons/Pickup" Weapon.AmmoGive 50 Weapon.AmmoType "AlphaBullet" Weapon.AmmoUse 1 Weapon.SelectionOrder 7 Weapon.SlotNumber 4 Weapon.SlotPriority 0 Weapon.SisterWeapon "AlphaChaingunQuadDamage" Obituary "%o was cut in half by %k's chaingun" +DONTBOB +NOAUTOAIM +ALWAYSPICKUP +WEAPON.NOALERT States { Spawn: PCHG A -1 Loop Select: TNT1 A 0 A_GiveInventory("AlphaChaingunInventory",1) TNT1 A 0 A_Raise Goto Select+1 Deselect: WCHG H 0 A_JumpIfNoAmmo("Dry") WCHG EFG 4 TNT1 A 0 A_Lower Goto Deselect+4 Ready: WCHG ABCD 4 WCHG H 10 A_WeaponReady WCHG H 0 A_Jump(125,"Idle") Goto Ready+4 Fire: WCHG H 0 A_GunFlash("FireBullets",GFF_NOEXTCHANGE) WCHG I 4 Bright WCHG J 4 Bright WCHG K 4 Bright WCHG L 4 Bright WCHG M 4 Bright WCHG N 4 Bright WCHG O 4 Bright WCHG P 4 Bright WCHG Q 4 Bright A_ReFire WCHG H 8 Goto Ready+4 FireBullets: TNT1 A 0 A_JumpIfInventory("PowerSilencer", 1, "FireBulletsSilent") TNT1 A 0 A_AlertMonsters TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_PlaySound("Chaingun/Spinup",5) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") Stop FireBulletsSilent: TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_PlaySound("Chaingun/Spinup",5) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) Stop Hold: WCHG H 0 A_GunFlash("HoldBullets",GFF_NOEXTCHANGE) WCHG I 4 Bright WCHG J 4 Bright WCHG K 4 Bright WCHG L 4 Bright WCHG M 4 Bright WCHG N 4 Bright WCHG O 4 Bright WCHG P 4 Bright WCHG Q 4 Bright WCHG R 4 Bright WCHG S 4 Bright A_ReFire WCHG H 0 A_GunFlash("Spindown",GFF_NOEXTCHANGE) WCHG I 4 Bright A_PlaySound("Chaingun/Spindown",5) WCHG J 4 Bright WCHG K 4 Bright WCHG L 4 Bright WCHG M 4 Bright WCHG N 4 Bright WCHG O 4 Bright WCHG P 4 Bright WCHG Q 4 Bright WCHG H 8 A_ClearReFire Goto Ready+4 HoldBullets: TNT1 A 0 A_JumpIfInventory("PowerSilencer", 1, "HoldBulletsSilent") TNT1 A 0 A_AlertMonsters TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_PlaySound("Chaingun/Spin",5,1.0,TRUE) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") Stop HoldBulletsSilent: TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_PlaySound("Chaingun/Spin",5,1.0,TRUE) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) Stop Spindown: TNT1 A 0 A_JumpIfInventory("PowerSilencer", 1, "SpindownSilent") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_JumpIfNoAmmo("Spindown") TNT1 A 0 A_PlaySound("Chaingun/Spindown",5) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") Stop SpindownSilent: TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_JumpIfNoAmmo("Spindown") TNT1 A 0 A_PlaySound("Chaingun/Spindown",5) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) Stop Dry: TNT1 A 0 A_StopSound(5) TNT1 A 0 A_PlayWeaponSound("Weapons/Dry") Goto Deselect+1 Idle: ICHG ABCDEF 4 A_WeaponReady ICHG G 20 A_WeaponReady ICHG G 0 A_Jump(200,8) ICHG GFEDCBA 4 A_WeaponReady Goto Ready+5 ICHG G 4 A_WeaponReady ICHG G 0 A_Jump(125,1) ICHG G 105 A_WeaponReady ICHG GHIJKL 4 A_WeaponReady ICHG L 20 A_WeaponReady ICHG L 0 A_Jump(200,13) ICHG LKJIHGFEDCBA 4 A_WeaponReady Goto Ready+5 ICHG L 4 A_WeaponReady ICHG L 0 A_Jump(125,1) ICHG L 70 A_WeaponReady ICHG LMNOPQRSTUVWXYZ 4 A_WeaponReady IICG ABCD 4 A_WeaponReady ICHG D 70 A_WeaponReady Goto Ready+4 } }
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- Posts: 296
- Joined: Sun Aug 03, 2014 9:41 am
- Location: New York
Re: PowerSilencer powerup
I said the same thing:Arctangent wrote:Only a couple minutes in Notepad++.Code: Select all
Actor AlphaChaingun : Weapon 20003 { //$Category Weapons //$Sprite HCHGA0 Game Doom SpawnID 4 Tag "Chaingun" Radius 16 Height 36 Inventory.Icon "HCHGA0" Inventory.PickupMessage "Chaingun" Inventory.PickupSound "Weapons/Pickup" Weapon.AmmoGive 50 Weapon.AmmoType "AlphaBullet" Weapon.AmmoUse 1 Weapon.SelectionOrder 7 Weapon.SlotNumber 4 Weapon.SlotPriority 0 Weapon.SisterWeapon "AlphaChaingunQuadDamage" Obituary "%o was cut in half by %k's chaingun" +DONTBOB +NOAUTOAIM +ALWAYSPICKUP +WEAPON.NOALERT States { Spawn: PCHG A -1 Loop Select: TNT1 A 0 A_GiveInventory("AlphaChaingunInventory",1) TNT1 A 0 A_Raise Goto Select+1 Deselect: WCHG H 0 A_JumpIfNoAmmo("Dry") WCHG EFG 4 TNT1 A 0 A_Lower Goto Deselect+4 Ready: WCHG ABCD 4 WCHG H 10 A_WeaponReady WCHG H 0 A_Jump(125,"Idle") Goto Ready+4 Fire: WCHG H 0 A_GunFlash("FireBullets",GFF_NOEXTCHANGE) WCHG I 4 Bright WCHG J 4 Bright WCHG K 4 Bright WCHG L 4 Bright WCHG M 4 Bright WCHG N 4 Bright WCHG O 4 Bright WCHG P 4 Bright WCHG Q 4 Bright A_ReFire WCHG H 8 Goto Ready+4 FireBullets: TNT1 A 0 A_JumpIfInventory("PowerSilencer", 1, "FireBulletsSilent") TNT1 A 0 A_AlertMonsters TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_PlaySound("Chaingun/Spinup",5) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") Stop FireBulletsSilent: TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_PlaySound("Chaingun/Spinup",5) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) Stop Hold: WCHG H 0 A_GunFlash("HoldBullets",GFF_NOEXTCHANGE) WCHG I 4 Bright WCHG J 4 Bright WCHG K 4 Bright WCHG L 4 Bright WCHG M 4 Bright WCHG N 4 Bright WCHG O 4 Bright WCHG P 4 Bright WCHG Q 4 Bright WCHG R 4 Bright WCHG S 4 Bright A_ReFire WCHG H 0 A_GunFlash("Spindown",GFF_NOEXTCHANGE) WCHG I 4 Bright A_PlaySound("Chaingun/Spindown",5) WCHG J 4 Bright WCHG K 4 Bright WCHG L 4 Bright WCHG M 4 Bright WCHG N 4 Bright WCHG O 4 Bright WCHG P 4 Bright WCHG Q 4 Bright WCHG H 8 A_ClearReFire Goto Ready+4 HoldBullets: TNT1 A 0 A_JumpIfInventory("PowerSilencer", 1, "HoldBulletsSilent") TNT1 A 0 A_AlertMonsters TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_PlaySound("Chaingun/Spin",5,1.0,TRUE) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire") Stop HoldBulletsSilent: TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_PlaySound("Chaingun/Spin",5,1.0,TRUE) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) Stop Spindown: TNT1 A 0 A_JumpIfInventory("PowerSilencer", 1, "SpindownSilent") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_JumpIfNoAmmo("Spindown") TNT1 A 0 A_PlaySound("Chaingun/Spindown",5) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire") Stop SpindownSilent: TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_JumpIfNoAmmo("Spindown") TNT1 A 0 A_PlaySound("Chaingun/Spindown",5) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM) TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2) Stop Dry: TNT1 A 0 A_StopSound(5) TNT1 A 0 A_PlayWeaponSound("Weapons/Dry") Goto Deselect+1 Idle: ICHG ABCDEF 4 A_WeaponReady ICHG G 20 A_WeaponReady ICHG G 0 A_Jump(200,8) ICHG GFEDCBA 4 A_WeaponReady Goto Ready+5 ICHG G 4 A_WeaponReady ICHG G 0 A_Jump(125,1) ICHG G 105 A_WeaponReady ICHG GHIJKL 4 A_WeaponReady ICHG L 20 A_WeaponReady ICHG L 0 A_Jump(200,13) ICHG LKJIHGFEDCBA 4 A_WeaponReady Goto Ready+5 ICHG L 4 A_WeaponReady ICHG L 0 A_Jump(125,1) ICHG L 70 A_WeaponReady ICHG LMNOPQRSTUVWXYZ 4 A_WeaponReady IICG ABCD 4 A_WeaponReady ICHG D 70 A_WeaponReady Goto Ready+4 } }
"What about:
The weapon has the "WEAPON.NOALERT" flag, and in the states, you add this:
"TNT1 A 0 A_JumpIfInventory("SilencerPowerUp", 1, "SilencedFire")""