[Done] shotguns 2.1

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Captain J
 
 
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Re: shotguns + chainguns

Post by Captain J »

i think we just created the shotganguage.
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Re: shotguns + chainguns

Post by Marisa the Magician »

I ended up replicating this in Unreal Tournament.
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Re: shotguns + chainguns

Post by hfc2x »

Saya-chan wrote:I ended up replicating this in Unreal Tournament.
Pics or didn't happen

EDIT: shotguns
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Re: shotguns + chainguns

Post by Marisa the Magician »

Here's a swarm of flying Redeemers, one of the currently implemented drops (I also have enforcers, shock rifles and flak cannons).
Image
That counter down there is very handy.
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Re: shotguns + chainguns

Post by Captain J »

i hope serious sam or postal would be happen like this, shotgunly.
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Re: shotguns + chainguns

Post by SAraisXenoQueen »

This is just... Yes. Exellent.

Can't wait to see the UT version of this too.

It's funny as hell when a cyberdemon is locked in a painstate from all the millions of shotguns going off at his feet.
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Re: shotguns + chainguns

Post by LostSkull »

Saya-chan wrote:Here's a swarm of flying Redeemers, one of the currently implemented drops (I also have enforcers, shock rifles and flak cannons).
Spoiler:
That counter down there is very handy.
"And stay down!"
Last edited by LostSkull on Tue Mar 04, 2014 4:17 am, edited 1 time in total.
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Re: shotguns + chainguns

Post by Captain J »

don't forget to add a spoiler to seal this redeemized size of that redeemshot, skull.

oh wait, back to shotganguage, not a redeemwords.
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Re: shotguns + chainguns

Post by LostSkull »

Fixed.
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Re: shotguns + chainguns

Post by Untitled »

I forget if this was fixed, but in the original shotguns.pk7 there was an A_SetTics (Random(40,70)), giving an element of chaos in the shotguns firing. Can I have that back? I found it more fun with the shotguns going off in an unsynchronized cascade of bullets.

EDIT: And also a random number of tics before they self-destruct, please.
Last edited by Untitled on Thu Mar 06, 2014 12:05 pm, edited 2 times in total.
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Re: shotguns + chainguns

Post by Marisa the Magician »

True, Guns.u is also using a randomized timer, and it really makes a difference in terms of fun.
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Re: shotguns + chainguns

Post by Marrub »

Untitled wrote:I forget if this was fixed, but in the original shotguns.pk7 there was an A_SetTics (Random(40,70)), giving an element of chaos in the shotguns firing. Can I have that back? I found it more fun with the shotguns going off in an unsynchronized cascade of bullets.

EDIT: And also a random number of tics before they self-destruct, please.
Yeah, I destroyed that for Zandronum compatibility. But I think Zandronum takes FRAM A random(nn, nn) as a valid frame.
EDIT: Nope. New version soon.
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Re: shotguns + chainguns

Post by Marrub »

shotguns 7
shotgun firing should be more chaotic now but I couldn't get it to tic specific stuff sorry
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Re: shotguns + chainguns

Post by Untitled »

Marrub wrote:shotguns 7
shotgun firing should be more chaotic now but I couldn't get it to tic specific stuff sorry
What you could do is have it so the spawn state is

Code: Select all

#### A 1 A_Jump(5,"Shot")
Loop
(with the the "shot" state being the state where it fires).
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Re: shotguns + chainguns

Post by Zhs2 »

I find it really weird in this new revision that shotguns can take anywhere from a second to a minute to explode after firing; catches the player off guard more often than you would think. If I'm not mistaken, though, did it get more chaotic or was it always this crazy when you shot a single demon once? I'm afraid to find and shoot one of the bosses.
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