Man, I can't wait to get back into this a little more and build a power level 5. As it is, I'm still fixing up the flamethrower to make sure it can't kill Cybies too easily. moreso, trying to rebalance the Heavy Rifle (though somehow I think it's way overpowered as is, even for a level 5. it's supposed to be level 4, possibly 3) and give it some spice with som better firing frames, etc.
DoomRater wrote: moreso, trying to rebalance the Heavy Rifle (though somehow I think it's way overpowered as is, even for a level 5. it's supposed to be level 4, possibly 3) and give it some spice with som better firing frames, etc.
No, I'm referring to my submission of Mouse's Heavy Rifle from her mod Bittersweet. I changed it to be a railgun, but that seems to have been a mistake now. I'm still working on it.
Anyway, comments directed at your gun would be like, I like how the weapon essentially tries to handle every situation out there. What I don't like is how I can't cycle backwards through the list, or even select a weapon setting via some other command. It could be done through the inventory hack that was demonstrated with reloading, or a simpler set with only two inventory items per list (basically, you would remove the cancel from the list and make the weapon take the item away instead)
DoomRater wrote:
Anyway, comments directed at your gun would be like, I like how the weapon essentially tries to handle every situation out there. What I don't like is how I can't cycle backwards through the list, or even select a weapon setting via some other command. It could be done through the inventory hack that was demonstrated with reloading, or a simpler set with only two inventory items per list (basically, you would remove the cancel from the list and make the weapon take the item away instead)
*sigh*..
unfortunately, ..I did the only thing I can. ><.
I can't even do normal reloading yet, so something like that would have to come later and what I did for this will have to suffice. I'm still barely getting my grips on A_JumpifInventory. x_x
On a seperate note: Weasel, can we assume that things like CheapAlert and IsReloading are already included? If so, let's write up a seperate DECORATE resource for everyone to include into their projects so that it's the same in everyone's submission. That should make integration a bit easier as well.
AltFire:
BFGN A 0 A_Playsound("weapons/prototyperifleswitch")
BFGN A 0 A_GiveInventory("firemodechecker2",1)
BFGN A 0 A_JumpIfInventory("firemodechecker2",0,2)
BFGN R 10
goto Ready
BFGN R 10 A_TakeInventory("firemodechecker2",20)
goto Ready
Also, make sure you change the MaxAmount of firemodechecker2 to 8 as well, or it'll skip the last mode.
DoomRater wrote:On a seperate note: Weasel, can we assume that things like CheapAlert and IsReloading are already included? If so, let's write up a seperate DECORATE resource for everyone to include into their projects so that it's the same in everyone's submission. That should make integration a bit easier as well.