
Also, I think you could get around the being more useless than the pistol if it had two modes: semi-automatic and automatic. Then you could just say the zombies shoot in semi-automatic mode because their arms are too weak for the automatic recoil.
Z86 wrote:Damn! This looks very good, and just the weapon that was missing for me!
I think i'll do some brightmaps for it...
aaaand: here we go: The brightmaps should be the exact size of the corresponding sprites. I did it on the same sheet, so positions for frames are the same.
I did not test it, so it might need tweaking.
Go right ahead. I'd recommend using the NAM M-16 as a base, since that was the base for the reloading frames. That way, you could pretty much just use the same reloading frames as well.WWII44 wrote:Bad Ass, would you mind horribly if I were to try to make an Angled sprite of this?
Ok, though I'm not entirely sure how to script a weapon to reload, my attempts always end up with the gun reloading when I stop firing(like how the plasma rifle or the HacX Uzi behaves when you release the trigger)Mike12 wrote:Go right ahead. I'd recommend using the NAM M-16 as a base, since that was the base for the reloading frames. That way, you could pretty much just use the same reloading frames as well.WWII44 wrote:Bad Ass, would you mind horribly if I were to try to make an Angled sprite of this?
Code: Select all
ACTOR Berreta : DoomWeapon
}
Fire:
BERF A 0 a_GunFlash
BERF A 3 A_FireBullets(1, 2, 1, 9, "BulletPuff", 1)
BERT E 3
BERT E 0 A_FireCustomMissile("BulletCasing",0,0,1,4)
BERT B 3
BERT A 1 A_CheckForReload(12, "Rest")
BERR A 0 A_PlaySound("weapons/Preload")
BERR BCDF 5
BERR DF 5
BERR G 5 A_FireCustomMissile("EPTPISMAG",0,0,1,1)
BERR HI 5
BERR FDCB 5
BERT A 5 A_ResetReloadCounter
BERT A 5 A_ReFire
Goto Ready
Rest:
BERT A 1
BERT A 1 A_Refire
Goto Ready
Thanks, that's perfectGez wrote:Look here for a less alpha-ish version of the flash.