[Duplicate] double shotgun?
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double shotgun?
i posted this in the strife bugs forums awhile ago, but as it occurs in hexen as well i thought i'd repost it here. http://forum.zdoom.org/viewtopic.php?t=1354
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I don't know if it works in current versions of ZDoom, but in 1.22 you just made the BFG projectile use 0 ammo, then make it slow and bouncy.
Assign the BFG codepointer to the weapon after it's primary attack, and that's it.
It looks fairly crappy though, as the shells always go frontwards, and you can't control the angle, but there you go.
Assign the BFG codepointer to the weapon after it's primary attack, and that's it.
It looks fairly crappy though, as the shells always go frontwards, and you can't control the angle, but there you go.
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Cory: I thought it was pretty cool, though. Also, I'm quite glad to see you posting!
Oh, and I finally had an idea on why it wasn't working before. There might be some conflict between DEH's BFG ammo use number and ZDoom's relatively new per-weapon ammo use specification you can supply in a patch.
If the BFG projectile won't work anymore, I don't think there is any other projectile you could use with which you could get around the ammo use problem. Ejecting will probably cost you an extra bullet now... meh.
I suppose there could be a way to work it into the player attack frames, maybe.
Oh, and I finally had an idea on why it wasn't working before. There might be some conflict between DEH's BFG ammo use number and ZDoom's relatively new per-weapon ammo use specification you can supply in a patch.
If the BFG projectile won't work anymore, I don't think there is any other projectile you could use with which you could get around the ammo use problem. Ejecting will probably cost you an extra bullet now... meh.
I suppose there could be a way to work it into the player attack frames, maybe.
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