[Submission] HM1A2 'Flame Rifle'
- Joblez_I
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Topic Author
- Wraith
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- Posts: 15
1 month 2 weeks ago #1
by Joblez_I
[Submission] HM1A2 'Flame Rifle' was created by Joblez_I
Name: HM1A2 Flame Rifle
Class: 6
Type: Projectile
Palette: Doom
Summon: HM1A2
Ammo Type: Cells
Description:
The HM1A2 'Flame Rifle' is a Plasma Weapon built for the UAC's New Combat Units. What it lacks in ROF it makes up for in stopping power.
Made to fire in 3-round bursts, the weapon fires two side-by-side plasma projectiles that tear through enemies.
Submitted: Joblez
Code: Joblez
Sounds: Joblez, Id Software
Sprites: Cascade, Joblez, Tesefy, Id Software
Sprite Edit: Joblez
Download Here.
Class: 6
Type: Projectile
Palette: Doom
Summon: HM1A2
Ammo Type: Cells
Description:
The HM1A2 'Flame Rifle' is a Plasma Weapon built for the UAC's New Combat Units. What it lacks in ROF it makes up for in stopping power.
Made to fire in 3-round bursts, the weapon fires two side-by-side plasma projectiles that tear through enemies.
Submitted: Joblez
Code: Joblez
Sounds: Joblez, Id Software
Sprites: Cascade, Joblez, Tesefy, Id Software
Sprite Edit: Joblez
Download Here.
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- Gothic
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4 weeks 1 day ago #2
by Gothic
Replied by Gothic on topic [Submission] HM1A2 'Flame Rifle'
Really good.
I suggest reducing the amount of damage to (random(1,3)*2) to balance it with the plasma rifle.
Also at the end of the first and second shots, you should add an ammo check so it stops its firing animation if you run out of ammo:
I suggest reducing the amount of damage to (random(1,3)*2) to balance it with the plasma rifle.
Also at the end of the first and second shots, you should add an ammo check so it stops its firing animation if you run out of ammo:
Code:
Fire:
//First Shot
TNT1 A 0 A_Playsound("Hellmortar/fire",CHAN_WEAPON)
HLFG B 1 BRIGHT
{
A_OverlayOffset(0,0,38,WOF_INTERPOLATE);
A_FireProjectile("HellBall",-2);
A_FireProjectile("HellBall",2);
}
HLFG C 1 BRIGHT A_OverlayOffset(0,0,38,WOF_INTERPOLATE)
HLFG A 1 { A_OverlayOffset(0,0,36,WOF_INTERPOLATE); A_CheckReload; }
//Second Shot
TNT1 A 0 A_Playsound("Hellmortar/fire",CHAN_WEAPON)
HLFG B 1 BRIGHT
{
A_OverlayOffset(0,0,38,WOF_INTERPOLATE);
A_FireProjectile("HellBall",-2);
A_FireProjectile("HellBall",2);
}
HLFG C 1 BRIGHT A_OverlayOffset(0,0,38,WOF_INTERPOLATE)
HLFG A 1 { A_OverlayOffset(0,0,36,WOF_INTERPOLATE); A_CheckReload; }
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