keithktam Posted September 8, 2011 hi, i have downloaded a M60 into my doom. and it uses ammotype: clip as default. is there any way to make the machine gun to shoot faster or increase the firing frequency?? i mean is it possible to change or add new definition to the existing ammo type?? this is the decorate of my M60: ---------------------------------------------------------------------- Actor Repeater : Weapon { Inventory.PickupSound "misc/w_pkup" Inventory.PickupMessage "You got the plasma repeater!" Obituary "%o was disintegrated by %k's repeater." Weapon.AmmoType1 "AMCell" Weapon.AmmoGive 20 Weapon.AmmoUse 1 +Weapon.Explosive +Weapon.NoAlert AttackSound "Weapons/RepeaterFire" States { Spawn: REPG I -1 Loop Ready: REPG A 0 A_TakeInventory("RepeaterSpin", 3) REPG A 0 A_GiveInventory("RepeaterFrameA", 1) REPG A 1 A_WeaponReady Loop Deselect: REPG A 0 A_TakeInventory("RepeaterSpin", 3) REPG A 0 A_GiveInventory("RepeaterFrameA", 1) REPG A 1 A_Lower Loop Select: REPG A 1 A_Raise Loop Fire: //===========Spinup REPG A 0 A_PlaySound("Weapons/RepeaterSpinup") REPG A 0 A_JumpIfInventory("RepeaterSpin", 1, 8) REPG A 0 A_JumpIfInventory("RepeaterB", 1, 4) REPG A 0 A_JumpIfInventory("RepeaterC", 1, 4) REPG A 0 A_JumpIfInventory("RepeaterD", 1, 4) REPG A 4 REPG B 4 REPG C 4 REPG D 4 A_GiveInventory("RepeaterFrameA") REPG A 0 A_JumpIfInventory("RepeaterSpin", 2, 9) REPG A 0 A_GiveInventory("RepeaterSpin", 1) REPG A 0 A_JumpIfInventory("RepeaterB", 1, 4) REPG A 0 A_JumpIfInventory("RepeaterC", 1, 4) REPG A 0 A_JumpIfInventory("RepeaterD", 1, 4) REPG A 3 REPG B 3 REPG C 3 REPG D 3 A_GiveInventory("RepeaterFrameA") REPG A 0 A_JumpIfInventory("RepeaterB", 1, 4) REPG A 0 A_JumpIfInventory("RepeaterC", 1, 4) REPG A 0 A_JumpIfInventory("RepeaterD", 1, 4) REPG A 2 REPG B 2 REPG C 2 REPG D 2 A_GiveInventory("RepeaterFrameA") //===========Fire REPG A 0 A_Refire //===========Spindown REPG A 0 A_PlaySound("Weapons/RepeaterSpindown") REPG A 0 A_GiveInventory("RepeaterFrameA", 1) REPG AA 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameB", 1) REPG BB 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameC", 1) REPG CC 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameD", 1) REPG DD 1 A_WeaponReady(11) REPG A 0 A_TakeInventory("RepeaterSpin", 1) REPG A 0 A_GiveInventory("RepeaterFrameA", 1) REPG AAA 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameB", 1) REPG BBB 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameC", 1) REPG CCC 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameD", 1) REPG DDD 1 A_WeaponReady(11) REPG A 0 A_TakeInventory("RepeaterSpin", 1) REPG A 0 A_GiveInventory("RepeaterFrameA", 1) REPG AAAA 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameB", 1) REPG BBBB 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameC", 1) REPG CCCC 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameD", 1) REPG DDDD 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameA", 1) REPG AAAA 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameB", 1) REPG BBBB 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameC", 1) REPG CCCC 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameD", 1) REPG DDDD 1 A_WeaponReady(11) Goto Ready Hold: //===========Fire REPG E 0 Bright A_Gunflash REPG E 0 Bright A_AlertMonsters REPG E 2 Bright A_FireBullets(5, 4, 2, 6, "RepPuff", 1, 10240) REPG F 2 Bright REPG G 0 Bright A_AlertMonsters REPG G 2 Bright A_FireBullets(5, 4, 2, 6, "RepPuff", 1, 10240) REPG H 2 Bright REPG A 0 A_Refire //===========Spindown REPG A 0 A_PlaySound("Weapons/RepeaterSpindown") REPG A 0 A_GiveInventory("RepeaterFrameA", 1) REPG AA 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameB", 1) REPG BB 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameC", 1) REPG CC 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameD", 1) REPG DD 1 A_WeaponReady(11) REPG A 0 A_TakeInventory("RepeaterSpin", 1) REPG A 0 A_GiveInventory("RepeaterFrameA", 1) REPG AAA 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameB", 1) REPG BBB 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameC", 1) REPG CCC 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameD", 1) REPG DDD 1 A_WeaponReady(11) REPG A 0 A_TakeInventory("RepeaterSpin", 1) REPG A 0 A_GiveInventory("RepeaterFrameA", 1) REPG AAAA 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameB", 1) REPG BBBB 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameC", 1) REPG CCCC 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameD", 1) REPG DDDD 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameA", 1) REPG AAAA 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameB", 1) REPG BBBB 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameC", 1) REPG CCCC 1 A_WeaponReady(11) REPG A 0 A_GiveInventory("RepeaterFrameD", 1) REPG DDDD 1 A_WeaponReady(11) Goto Ready Flash: TNT1 A 2 A_Light2 TNT1 A 2 A_Light1 TNT1 A 0 A_Light0 Stop } } Actor RepeaterSpin : Inventory { Inventory.MaxAmount 2 } Actor RepeaterB : Inventory { Inventory.MaxAmount 1 } Actor RepeaterC : Inventory { Inventory.MaxAmount 1 } Actor RepeaterD : Inventory { Inventory.MaxAmount 1 } Actor RepeaterFrameA : CustomInventory { Inventory.MaxAmount 0 +Inventory.AutoActivate States { Spawn: TNT1 A 1 Stop Use: TNT1 A 0 A_TakeInventory("RepeaterB", 1) TNT1 A 0 A_TakeInventory("RepeaterC", 1) TNT1 A 0 A_TakeInventory("RepeaterD", 1) Stop } } Actor RepeaterFrameB : RepeaterFrameA { States { Spawn: TNT1 A 1 Stop Use: TNT1 A 0 A_GiveInventory("RepeaterB", 1) TNT1 A 0 A_TakeInventory("RepeaterC", 1) TNT1 A 0 A_TakeInventory("RepeaterD", 1) Stop } } Actor RepeaterFrameC : RepeaterFrameA { States { Spawn: TNT1 A 1 Stop Use: TNT1 A 0 A_TakeInventory("RepeaterB", 1) TNT1 A 0 A_GiveInventory("RepeaterC", 1) TNT1 A 0 A_TakeInventory("RepeaterD", 1) Stop } } Actor RepeaterFrameD : RepeaterFrameA { States { Spawn: TNT1 A 1 Stop Use: TNT1 A 0 A_TakeInventory("RepeaterB", 1) TNT1 A 0 A_TakeInventory("RepeaterC", 1) TNT1 A 0 A_GiveInventory("RepeaterD", 1) Stop } } Actor RepPuff { Radius 3 Height 3 RenderStyle Add Alpha 0.75 +AlwaysPuff +PuffOnActors +NoGravity +NoBlockMap +PuffGetsOwner +ForceRadiusDmg +BloodlessImpact Decal MummyScorch States { Spawn: RPUF A 1 Bright RPUF A 0 Bright A_PlaySound("Weapons/RepeaterHit") RPUF A 2 Bright A_Explode(7, 44, 0) RPUF BCDEFG 3 Bright Stop } } Actor AMCell : Ammo { Inventory.PickupSound "misc/i_pkup" Inventory.Amount 10 Inventory.MaxAmount 150 Ammo.BackpackAmount 10 Ammo.BackpackMaxAmount 300 Inventory.PickupMessage "You picked up an antimatter capsule." Inventory.Icon WAMCA0 States { Spawn: WAMC A 3 Bright WAMC B 9 Loop } } Actor AMBox : AMCell { Inventory.Amount 50 Inventory.PickupMessage "You picked up a box of antimatter capsules." States { Spawn: WAMC D 3 Bright WAMC C 9 Loop } } --------------------------------------------------------------------- hope some one can help me with this! many thanks in advance!! keith 0 Share this post Link to post
ReX Posted September 8, 2011 keithktam said:is there any way to make the machine gun to shoot faster or increase the firing frequency?? i mean is it possible to change or add new definition to the existing ammo type?? You do not need to define new ammo or modify the ammo definition. Instead, focus on the "fire" state. Try changing to the following: //===========Fire REPG E 0 Bright A_Gunflash REPG E 0 Bright A_AlertMonsters REPG E 1 Bright A_FireBullets(5, 4, 2, 6, "RepPuff", 1, 10240) REPG F 1 Bright REPG G 0 Bright A_AlertMonsters REPG G 1 Bright A_FireBullets(5, 4, 2, 6, "RepPuff", 1, 10240) REPG H 1 Bright REPG A 0 A_Refire 0 Share this post Link to post