Posted: Thu Dec 21, 2006 20:06
Hey beta testers, did you finish testing my mod out yet?
Code: Select all
ACTOR InfantryRifle : Weapon 11565
{
+NOAUTOFIRE
+AMMO_OPTIONAL
inventory.pickupmessage "You got the Infantry Rifle!"
Obituary "%o was popped in the head by %k's Infantry Rifle."
AttackSound "weapons/infantryrifle"
Weapon.AmmoType1 "RIFLECLIP" //The guns magazine
Weapon.AmmoType2 "ARAMMO" //The real ammo
Weapon.AmmoGive 0
Weapon.AmmoGive2 10
Weapon.AmmoUse 1
Weapon.SelectionOrder 250
States
{
Spawn:
INFR A -1
LOOP
Ready:
RIFG A 1 A_WeaponReady
RIFG A 0 A_JumpIfInventory("IsReloading",1,1)
Loop
RIFG A 1
Goto Fire + 6
Deselect:
RIFG A 1 A_Lower
Loop
Select:
RIFG A 1 A_Raise
Loop
Fire:
RIFG A 0 A_JumpIfNoAmmo(6)
RIFG A 0 BRIGHT A_GunFlash
RIFG A 0 A_FireBullets(3,3,-1,12,0,1,0)
RIFF B 2
RIFG A 0
Goto Ready
RIFG A 1 A_Playsound("weapons/click")
//Reload: also Fire + 10
RIFR A 0 A_JumpIfInventory("RIFLECLIP",0,2)
RIFR A 0 A_JumpIfInventory("ARAMMO",1,2)
RIFR A 0
Goto Ready
RIFR A 3
RIFR B 4
RIFR C 3 A_PlaySound("weapons/arreload1")
RIFR D 10
RIFR E 3 A_PlaySound("weapons/arreload2")
RIFR F 4
RIFR G 4
RIFR H 4
RIFR IJK 4
RIFR LMN 4
RIFR O 4 A_PlaySound("weapons/riflebolt")
RIFR PQR 4
RIFG A 1
//Fire + 21
RIFR A 0 A_GiveInventory("RIFLECLIP",1)
RIFR A 0 A_TakeInventory("ARAMMO",1)
RIFR A 0 A_JumpIfInventory("RIFLECLIP",0,2)
RIFR A 0 A_JumpIfInventory("ARAMMO",1,2)
RIFG A 1
Goto Ready
RIFR A 0
Goto Fire + 10
Flash:
RIFF A 2 BRIGHT A_Light1
RIFF B 0 BRIGHT A_Light0
stop
}
}
Code: Select all
ACTOR EXAR-HMG-RIFLEAmmoSpawner 2047
{
States
{
{
Spawn:
NULL A 0
NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("ARAMMO",1,8)
Goto Death
NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("RIFLEAMMO",1,8)
Goto Death
NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("HMGAMMO",1,8)
Goto Death
Death:
NULL A 0
Stop
}
}
Code: Select all
ACTOR EXAR-HMG-RIFLESpawner 2004
{
States
{
{
Spawn:
NULL A 0
NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("EXAR-1",1,8)
Goto Death
NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("InfantryRifle",1,8)
Goto Death
NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("HeavyMachinegun",1,8)
Goto Death
Death:
NULL A 0
Stop
}
}
That sounds fine. But if you don't want your bullet-based weapons to gib enemies, just add the +NOEXTREMEDEATH flag to the weapon.lizardcommando wrote:Ah. Yeah, I was actually a bit conflicted with the Colt. I had the strength originally at 9, but shooting really fast would sometimes gib the zombiemen, so I changed it to either 8 or 8.5 for the strength. I don't remember. I think I'll change the clipsize for it. How's 10 sound?
Code: Select all
ACTOR InfantryRifle : Weapon 11565
{
+NOAUTOFIRE
+AMMO_OPTIONAL
inventory.pickupmessage "You got the Infantry Rifle!"
Obituary "%o was popped in the head by %k's Infantry Rifle."
AttackSound "weapons/infantryrifle"
Weapon.AmmoType1 "RIFLECLIP" //The guns magazine
Weapon.AmmoType2 "RIFLEAMMO" //The real ammo
Weapon.AmmoGive 0
Weapon.AmmoGive2 10
Weapon.AmmoUse 1
Weapon.SelectionOrder 250
States
{
Spawn:
INFR A -1
LOOP
Ready:
RIFG A 1 A_WeaponReady
RIFG A 0 A_JumpIfInventory("IsReloading",1,1)
Loop
RIFG A 1
Goto Fire + 7
Deselect:
RIFG A 1 A_Lower
Loop
Select:
RIFG A 1 A_Raise
Loop
Fire:
RIFG A 0 A_JumpIfNoAmmo(6)
RIFG A 0 BRIGHT A_Light1
RIFF A 2 A_FireBullets(2,2,-1,25,0,1,0)
RIFF B 3 BRIGHT A_Light0
RIFG A 0
Goto Ready
RIFG A 1 A_Playsound("weapons/click")
//Reload: also Fire + 10
RIFR A 0 A_JumpIfInventory("RIFLECLIP",0,2)
RIFR A 0 A_JumpIfInventory("RIFLEAMMO",1,2)
RIFR A 0
Goto Ready
RIFR A 3
RIFR B 4
RIFR C 3 A_PlaySound("weapons/arreload1")
RIFR D 10
RIFR E 3 A_PlaySound("weapons/arreload2")
RIFR F 4
RIFR G 4
RIFR H 4
RIFR IJK 4
RIFR LMN 4
RIFR O 4 A_PlaySound("weapons/riflebolt")
RIFR PQR 4
RIFG A 1
//Fire + 21
RIFR A 0 A_GiveInventory("RIFLECLIP",1)
RIFR A 0 A_TakeInventory("RIFLEAMMO",1)
RIFR A 0 A_JumpIfInventory("RIFLECLIP",0,2)
RIFR A 0 A_JumpIfInventory("RIFLEAMMO",1,2)
RIFG A 1
Goto Ready
RIFR A 0
Goto Fire + 28
}
}