IMO, this has got to be the worst-looking flamethrower I have ever seen!TheDarkArchon wrote:I'm not sure if this one is really suitable for your purposes but I made a flamethrower a while ago.
Good try though.
Moderator: wildweasel
IMO, this has got to be the worst-looking flamethrower I have ever seen!TheDarkArchon wrote:I'm not sure if this one is really suitable for your purposes but I made a flamethrower a while ago.
i looked at that M16 but i didn't like it. too low on screen and ugly looking. not regarding the conversion to the doom palette but the weapon on it's own. also, for some reason, the M-16 is way too much accurate. it happened when i added the firing sound from Dt-m16.wad (you know, Don Tello's rip of the Platoon tc's m16)Chronoteeth wrote:IIRC, bashe ripped the M16 from a terminator game. It looks blue, but it converts to grey. Look for it on the rescorce area.
Code: Select all
/cg_draw2d 0
Code: Select all
Fire:
M16A A 0 A_JumpIfNoAmmo(12)
M16F A 0 A_Light1
M16F A 0 A_PlayWeaponSound("weapons/m16")
M16F A 1 Bright A_FireBullets(4,2,1,9,1,1)
M16F B 0 A_Light2
M16F B 1 Bright
M16A B 0 A_Light0
M16A B 0 A_FireCustomMissile("DuducrazySmoke",0,0,2,6)
M16A B 0 A_FireCustomMissile("BulletCasing2",315+random(-8,8),0,8,5)
M16A B 1
M16A A 1 A_ReFire
Goto Ready
AltFire:
M16A A 0 A_JumpIfInventory("M16Clip",60,2) //Clip check
M16A A 0 A_JumpIfInventory("Clip",1,1) //Reserve Check
Goto Ready
M16A CD 2
M16A E 2 A_PlayWeaponSound("weapons/m16out")
M16A F 2
M16A G 2
M16A H 2
M16A I 2
M16A J 2
M16A J 0 A_GiveInventory("M16Clip",1)
M16A J 0 A_TakeInventory("Clip",1)
M16A J 0 A_JumpIfInventory("M16Clip",60,2)
M16A J 0 A_JumpIfInventory("Clip",1,6)
M16A K 2
M16A L 2
M16A M 2
M16A N 2 A_PlayWeaponSound("weapons/m16in")
M16A O 2
Goto Ready
M16A J 0
Goto AltFire+5
}
}
ACTOR M16Clip : Ammo
{
Inventory.MaxAmount 60
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 60
Inventory.Icon M16PA0
}
Code: Select all
Fire:
M16A A 0 A_JumpIfNoAmmo(12)
M16F A 0 A_Light1
M16F A 0 A_PlayWeaponSound("weapons/m16")
M16F A 1 Bright A_FireBullets(4,2,1,9,1,1)
M16F B 0 A_Light2
M16F B 1 Bright
M16A B 0 A_Light0
M16A B 0 A_FireCustomMissile("DuducrazySmoke",0,0,2,6)
M16A B 0 A_FireCustomMissile("BulletCasing2",315+random(-8,8),0,8,5)
M16A B 1
M16A A 1 A_ReFire
Goto Ready
AltFire:
M16A A 0 A_JumpIfInventory("M16Clip",60,2) //Clip check
M16A A 0 A_JumpIfInventory("Clip",1,2) //Reserve Check
M16A A 0 //Empty state when clip is full. Yours reloaded even when clip was full
Goto Ready
M16A CD 2
M16A E 2 A_PlayWeaponSound("weapons/m16out")
M16A F 2
M16A G 2
M16A H 2
M16A I 2
M16A J 2
M16A J 0 A_GiveInventory("M16Clip",1)
M16A J 0 A_TakeInventory("Clip",1)
M16A J 0 A_JumpIfInventory("M16Clip",60,2)
M16A J 0 A_JumpIfInventory("Clip",1,6)
M16A K 2
M16A L 2
M16A M 2
M16A N 2 A_PlayWeaponSound("weapons/m16in")
M16A O 2
Goto Ready
M16A J 0
Goto AltFire+11 //This linked to the wrong state
}
}
ACTOR M16Clip : Ammo
{
Inventory.MaxAmount 60
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 60
Inventory.Icon M16PA0
}