KingofFlames wrote:w00tness and stuff(:))
monster testing map = same level number as it was before?
chronoteeth wrote:Still need that shotgun and that machine gun mind you
Enjay wrote:I only got a chance to have a quick look at this last night. However, there seems to be one frame slightly wrong in the Deathknight. If you go right up close to him (with god mode) and let him beat you with his sword, you momentarily see a brief flash of a sprite that is out of sequence and bright, compared to all the other non-bright sprites in the attack. If you're quick, you can freeze the game on that frame and, despite the fact his sword should be extended, at the lower part of his attack, in this misplaced frame his sword is held aloft and his shield is raised and, like I said, the sprite is full bright.
Eriance wrote:chronoteeth wrote:Still need that shotgun and that machine gun mind you
The machinegun is already on it's way. The sotgun will be made one I figure out how to decorate a shotgun with a magaazine of 20 shells to reload correctly. I hope there is a better than then having 19 A_JumpIfInventory commands X_X.
ACTOR PowerShotgun : Weapon 82
{
Weapon.SelectionOrder 400
Inventory.PickupSound "pshot/close"
Inventory.PickupMessage "Power Shotgun. (Slot 4)"
Weapon.AmmoType1 "ShotgunClip" //The guns magazine
Weapon.AmmoType2 "Shell" //The real ammo
Weapon.AmmoGive 0
Weapon.AmmoGive2 8
Weapon.AmmoUse 2
Weapon.Kickback 500
AttackSound "pshot/fire"
+AMMO_OPTIONAL
+NOALERT
States
{
Spawn:
SHOT A -1
Loop
Ready:
SHTC GFED 1
SHTR CBA 1
SHTG G 1 A_PlaySound("pshot/close")
SHTG FE 1
SHTG A 1 A_WeaponReady
Goto Ready+10
Deselect:
SHTG E 1 A_PlaySound("pshot/open")
SHTG FG 1
SHTR AB 1
SHTR C 1 A_PlayWeaponSound("holster5")
SHTC DEFGH 1
SHTG A 1 A_Lower
Goto Deselect+10
Select:
SHTG A 0
SHTG A 0 SetPlayerProperty(0,1,2)
SHTG A 1 A_Raise
Goto Select+2
Fire:
SHTG A 0 A_JumpIfNoAmmo(15)
SHTG A 0 A_GunFlash
SHTG A 2 BRIGHT A_FireBullets(11,6,30,3,"Puff2",1)
SHTG BC 2 A_FireCustomMissile("SmokeLarge",0,0,2,8)
SHTG A 13 A_FireCustomMissile("CheapAlert",0,0,0,0) //Alert Monsters
SHTG D 1 A_PlaySound("pshot/cock")
SHTG EF 1
SHTG GG 5 A_FireCustomMissile ("ShotgunCasing",45+random(-8,8),0,1,4)
SHTG FED 1
SHTG A 5
Goto Ready+10
SHTG A 12 A_PlaySound("dryfire")
SHTG A 1 A_Jump(255,2)
Goto Ready+10
AltFire:
SHTG A 0 A_JumpIfInventory("ShotgunClip",8,34) //If clip is full, don't reload
SHTG A 0 A_JumpIfInventory("Shell",1,1)//And only reload is there is reserve ammo left
Goto Ready+10
SHTG D 1 A_PlayWeaponSound("pshot/open")
SHTG EF 1
SHTG G 9
SHTR A 2 A_GiveInventory("ShotgunReloadStart",1) //Why?
SHTR BCDEFG 1
SHTR H 0 A_TakeInventory("Shell",1) //Take shell from inventory
SHTR H 0 A_GiveInventory("ShotgunClip",1) //and add to shotgun
SHTR H 2 A_PlayWeaponSound("pshot/load") //Animation of loading
SHTR IJKL 2
SHTR M 4
SHTR H 0 A_JumpIfInventory("ShotgunClip",8,2) //Stop reloading if weapon is full
SHTR H 0 A_JumpIfInventory("Shell",1,13) //If clip isn't full and there's reserve ammo, keep reloading.
SHTR FGEDBCA 1
SHTG G 9
SHTG F 1 A_PlayWeaponSound("pshot/close")
SHTG EDA 1
goto Ready+10
SHTG A 0
Goto AltFire+13 //Jumps to loading state (This is where the last A_JumpIfInventory lands if true)
Flash:
SHTF A 2 BRIGHT A_Light1
TNT1 A 2 BRIGHT A_Light2
TNT1 A 0 BRIGHT A_Light0
Stop
}
}
ACTOR ShotgunClip : Ammo //Define magazine size and HUD icon
{
Inventory.MaxAmount 8 //This value defines the size of the clip
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 8 //This MUST be the same as Inventory.MaxAmmount
Inventory.Icon SHOTA0
}
Sniper joe wrote:Uhh... Im new to this topic. But can we use the textures? They're so... GOOD....
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