Naked Snake
HAHA I AM A FAG AND I CAN'T CHANGE THIS TITLE ANYMORE

Posts: 11567
Registered: 05-01 |
Quasar said:
"Make weapons reload (provided they have their own reloading animations)"
I suppose it would be POSSIBLE to add such a frame, but it would not be compatible with weapons that use the traditional weapon code action functions (like BEX Reload) because I won't modify them to support it. In other words, a weapon would have to use a whole new set of code pointers to enable that kind of thing.
"Ammo per shot (wait, this is already possible IIRC)"
This will naturally be available, since it has to be stored in the weaponinfo_t structure. Of course DeHackEd will still have access to it after EDF is loaded.
"Alternate attacks"
It would be easier for me just to allow the rebindable weapon definitions idea which we talked about earlier on IRC than to add a whole secondary set of states for each weapon. That would be a waste of space, really. Although, if you mean simply a second possible attack state and the rest of the weapon remains the same, that could possibly be doable with 1 extra frame. The question is, what would activate the alternate attack state? A powerup?
Yeah like
M-16
Primary : shoot
Alt : fire grenade (uses another firing animation and another ammo type. Instead of a muzzle flash you see a flash on the underbarrel grenade launcher.)
An alternate attack could be called on by a binded key for alternate attacks (my idea would be X, since that is most common)
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