Skitso

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About Skitso

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    Warming Up
  1. Once again... thanks. Step by step, the logic is getting through to me. :)
  2. One more thing I can't seem to figure on my own: is there a way to abort the windup animation if the fire button is released before goto casefire?
  3. Of course. I was thinking way too complicated stuff. But I'm learning all the time! :)
  4. My chaingun windup mod is evolving nicely but now I'm stuck with a thing I'm not sure if it's is even possible to achieve. So when a player shoots, there's a quick windup sequence where the gun starts to shoot slowly and then faster. After windup the gun reaches it's maximum speed but at the same time loses a bit of it's accuracy. After releasing the trigger, the gun slowly winds down. It's great and I'm really satisfied with the results as it combines the accuracy of the original chaingun and the powerful and fast feeling of a real chaingun without being overpowered. What I still would like to do, is that if the player starts shooting again while the gun is still winding down, it would jump straight back to the CaseFire state and not have to windup again. I've tried to find a way to do it, but without any decent results. Could some one point me in the right direction? Thanks!
  5. Thanks. I will. I'm just starting to get a hang of how this thing works. I'll stop beign a pain in the butt now. :)
  6. Hmm, strange... I'm still gibbing zombies with PKPI B 0 A_FireBullets (5.6, 0, 1, random(15,20)) It shouldn't be possible? I'm also some times one shotting sargeant (that have 30hp) so there's clearly something wrong... Also, I'm missing my muzzle flash when using A_FireBullets :/
  7. After setting my pistol damage up to 15, it seems to gib enemies, which is not something I would like to have. I tried using NOEXTREMEDEATH flag but it presumably only works for projectiles? Any ideas?
  8. Ah, of course! Thanks again.
  9. I can't get it working... GZDoom crashes saying: " Script error, "SmoothDoom.pk3:deco/player/pistol.txt" line 20: Invalid parameter 'a_firebullet'"
  10. Thanks! :)
  11. Thanks, this community is awesome. Could you post an example for pistol with double damage?
  12. Yeah, but it seems to be a bit of a challenge to change it without messing shotguns and chainguns damage output?
  13. that's the idea... I'm putting together a weapon balance mod for deathmatch. A "free firing" pistol wth double damage is part of it. Is there a better way to double the pistol damage than make it shoot two bullets at the same time?
  14. Btw, is there a way to prevent holding the fire key to keep shooting? Say if I'd want to make the pistol to require a separate key press per shot, how would I do it?
  15. Nice! Thanks friend.