DuduCrazy's Guns SE (Special Edition)
Moderator: wildweasel
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
Updates:
- Removed the G36 and added the Auto Shotgun from Turok: Dinosaur Hunter. same weapon from "Just a Strife Mod" but with a slightly different behaviour.
- New Weapon Added: Grenade Launcher (from Imagination World).
oh, and i'm having a issue with the Grenade Launcher i've just added. when i fire, if the grenades don't hit anybody, they just bounce around and nothing else! here's the weapon and the grenade code:
Grenade Launcher code:
Grenade code:
- Removed the G36 and added the Auto Shotgun from Turok: Dinosaur Hunter. same weapon from "Just a Strife Mod" but with a slightly different behaviour.
- New Weapon Added: Grenade Launcher (from Imagination World).
oh, and i'm having a issue with the Grenade Launcher i've just added. when i fire, if the grenades don't hit anybody, they just bounce around and nothing else! here's the weapon and the grenade code:
Grenade Launcher code:
Code: Select all
ACTOR Akmgrenadelauncher : Weapon
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "AKM-1090 Grenade Launcher"
Weapon.AmmoType "Grenades"
Weapon.AmmoGive 6
Weapon.AmmoUse 1
+NOAUTOFIRE
States
{
Spawn:
GLNC A -1
Loop
Ready:
GRLA A 1 A_WeaponReady
Loop
Deselect:
GRLA A 1 A_Lower
Loop
Select:
GRLA A 1 A_Raise
Loop
Fire:
GRFR A 0 A_Light1
GRFR A 0 A_PlayWeaponSound("weapons/gllaunch")
GRFR A 1 BRIGHT A_FireCustomMissile("Grenade",0,1,1,2)
GRFR B 0 A_Light2
GRFR B 1 Bright
GRFR C 0 A_Light0
GRFR C 0 A_Recoil(4)
GRLA BC 1
GRLA DE 1
GRLA FG 1
GRLA GF 1
GRLA ED 1
GRLA CB 1
GRLA A 1
Goto Ready
}
}
Code: Select all
ACTOR Grenade
{
Speed 55
Height 8
Radius 8
Damage 100
Mass 9
ExplosionDamage 170
ExplosionRadius 160
+DOOMBOUNCE
-NOGRAVITY
RenderStyle NORMAL
SeeSound "weapons/grenadebounce"
DeathSound "weapons/grenadeexplode"
PROJECTILE
States
{
Spawn:
GRND A 1 Bright
Loop
Death:
EXP3 A 1 BRIGHT A_Explode
EXP3 BCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
Stop
}
}
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact:
Try using this:
Obviously, fill in the (seconds without hitting anything before explosion) yourself. This will determine how lond the grenade takes to detonate providing it collides with nothing else during that time.
Code: Select all
ACTOR Grenade
{
Speed 55
Height 8
Radius 8
Damage 100
Mass 9
Reactiontime (seconds without hitting anything before explosion)
ExplosionDamage 170
ExplosionRadius 160
RenderStyle NORMAL
SeeSound "weapons/grenadebounce"
DeathSound "weapons/grenadeexplode"
PROJECTILE
+HEXENBOUNCE
- NOGRAVITY
States
{
Spawn:
GRND A 35 Bright A_Countdown
Loop
Death:
EXP3 A 1 BRIGHT A_Explode
EXP3 BCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
Stop
}
}
Last edited by TheDarkArchon on Tue Feb 07, 2006 23:09, edited 2 times in total.
- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact: