why i used to hate it- it was cartoonic.

why i like it now-it acts like war, weapons cought my eyes when they reload, and the effects too.
Molotov Cocktail's would be cool, but the weapons seem to be following a military theme, do they not?lizardcommando wrote:
- Should I try to place back the Molotov Cocktail?
Should I decrease some of the enemy hp?
Should I have it so that the LV. Armor shoot projectiles like they do in Metal Slug 3 instead of "bullets"/hitscan attack?
Should I change the current behavior of the Charge Cannon?
Should I get rid of the Berserksphere?
Code: Select all
actor ChargeCannon : Weapon 14678
{
radius 20
height 20
inventory.pickupmessage "You got the Charge Cannon!"
Obituary "%o was obliterated from %k's Charge Cannon."
weapon.selectionorder 400
weapon.kickback 200
inventory.icon "STWEAP17"
weapon.ammotype "EnergenRod"
weapon.ammotype2 "EnergenRod"
weapon.ammouse 2
weapon.ammouse2 10
weapon.ammogive 20
states
{
Ready:
BFGR D 0 A_PlayWeaponSound("weapons/laserreload2")
BFGR D 2
BFGR C 2
BFGR B 2
BFGG A 1 A_WeaponReady
Goto Ready+4
Deselect:
BFGR A 0 A_PlayWeaponSound("weapons/laserreload2")
BFGR A 2
BFGR B 2
BFGR C 2
BFGR D 2
BFGG D 1 A_Lower
Goto Deselect+5
Select:
BFGR D 1 A_Raise
Goto Select
Fire:
BFGF A 3 BRIGHT A_PlayWeaponSound ("weapons/laser")
BFGF B 3 BRIGHT
BFGF C 3 BRIGHT A_FireCustomMissile("Lasershot",0,-1,4,2)
BFGF D 3 BRIGHT A_ReFire
BFGG A 5
goto Ready+4
AltFire:
BFCH A 3 A_PlayWeaponSound ("weapons/lasercharge")
BFCH B 3
BFCH C 3
BFCH DEFG 3 BRIGHT
BFCH DEFG 3 BRIGHT
BFCH DEFG 3 BRIGHT
BFCH DEFG 2 BRIGHT
BFCH DEFG 2 BRIGHT
BFCH DEFG 2 BRIGHT
BFCH H 3 BRIGHT A_PlayWeaponSound ("weapons/laserchargeshot")
BFCH I 3 BRIGHT
BFCH I 0 BRIGHT A_FireCustomMissile("Chargeshot",0,-1,4,2)
BFCH J 3 BRIGHT
BFCH K 3 BRIGHT
BFCH L 3 BRIGHT
goto Ready+4
Spawn:
BFUG A -1
stop
}
}
Code: Select all
ACTOR Cocktail
{
Obituary "%o burned to death from %k's molotov cocktail."
height 8
radius 10
damage 8
speed 25
ExplosionRadius 80
ExplosionDamage 50
deathsound "weapons/molotovexplode"
PROJECTILE
+GRENADETRAIL
+FIREDAMAGE
+RANDOMIZE
-NOGRAVITY
states
{
Spawn:
MCCK A 0 BRIGHT ThrustThingZ(0,5,0,1)
MCCK ABCDE 2 BRIGHT
loop
Death:
EXPL A 0 BRIGHT A_AlertMonsters
EXPL ABC 1 BRIGHT A_EXPLODE
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
EXPL DEF 1 BRIGHT A_EXPLODE
EXPL GHI 1 BRIGHT A_EXPLODE
EXPL JKL 1 BRIGHT
EXPL MNOP 1 BRIGHT
EXPL QRSTUVW 1
stop
}
}
ACTOR MolotovFire
{
Obituary "%o got too close to %k's flames."
height 10
radius 20
damage 10
scale 0.7
seesound "weapons/fire"
ExplosionDamage 3
ExplosionRadius 30
PROJECTILE
+FIREDAMAGE
+FloorHugger
+RANDOMIZE
-NOGRAVITY
states
{
Spawn:
FIR2 A 0 BRIGHT
FIR2 A 0 A_Explode
FIR2 ABC 2 BRIGHT A_Explode
FIR2 ABC 2 BRIGHT A_Explode
FIR2 ABC 2 BRIGHT A_Explode
FIR2 ABC 2 BRIGHT A_Explode
FIR2 ABC 2 BRIGHT A_Explode
FIR2 ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD DEF 2 BRIGHT A_Explode
FIRD GHIJKL 2 BRIGHT A_Explode
FIRD MNO 2 BRIGHT
stop
}
}