[Duplicate] double shotgun?

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SargeBaldy
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double shotgun?

Post by SargeBaldy »

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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LilWhiteMouse
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Post by LilWhiteMouse »

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SargeBaldy
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Post by SargeBaldy »

thanks, i couldn't read that through all the funky caps :P
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cccp_leha
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Post by cccp_leha »

Hey Mouse, is your avatar somewhat from Jedi Academy?
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LilWhiteMouse
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Post by LilWhiteMouse »

cccp_leha wrote:Hey Mouse, is your avatar somewhat from Jedi Academy?
It's a concept model for the player of a Star Wars mod I've been contemplating, but haven't decided if I'm actually going to do it yet.

Image
Image
Neeza and the prototype TIE Varitech she steals.
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cccp_leha
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Post by cccp_leha »

Look quite cool. Is that a ZDoom mod?
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LilWhiteMouse
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Post by LilWhiteMouse »

cccp_leha wrote:Look quite cool. Is that a ZDoom mod?
If I do it, yes.
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wildweasel
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Post by wildweasel »

I'll help with Dehacked if you need it - I've got some interesting effects I've been wanting to try out.
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Ultraviolet
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Post by Ultraviolet »

wildweasel: Whatever happened to the whole thing where people would try making bullet shell casings fly? I don't think I understood at the time how it was done, and I don't have the version of Immoral Conduct that had it anymore... could someone explain?
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wildweasel
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Post by wildweasel »

Ultraviolet - To be honest, I'm not really sure if that was even in the DEH versions...even if it was, I have no idea how he did it.
Cory

Post by Cory »

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.
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Bio Hazard
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Post by Bio Hazard »

zdoom so needs ddf support
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Ultraviolet
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Post by Ultraviolet »

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.
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Xaser
 
 
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Post by Xaser »

Ultraviolet wrote:I suppose there could be a way to work it into the player attack frames, maybe.
Yeah, but then all weapons (including fists and chainsaw) will have ejecting shells. :P

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