#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) Explosive Super Shotgun

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- **Salahmander**
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   6 years 11 months ago - 5 years 7 months ago [\#7565](#7565) by Salahmander  *[Explosive Super Shotgun](https://www.realm667.com/forum/closed-submissions/1309-explosive-super-shotgun#7565 "Name: Explosive Super Shotgun Class: 3Type: HitscanPalette: OtherSummon: ExplosiveSuperShotgunAmmo Type: ShellAltfire: NoPowered Mode: NoSubmitted: SalahmanderDecorate: SalahmanderSprites:...")* was created by *Salahmander*

 Name: Explosive Super Shotgun Class: 3Type: HitscanPalette: OtherSummon: ExplosiveSuperShotgunAmmo Type: ShellAltfire: NoPowered Mode: NoSubmitted: SalahmanderDecorate: SalahmanderSprites: Eriance/AmuscariaSounds: FreedoomFires Explosive Hitscan Pellets.

- [ SHTEA0.png ![SHTEA0.png](https://www.realm667.com/forum/attachment/791?download=1) ](https://www.realm667.com/forum/attachment/791?download=1 "SHTEA0.png") [ ](https://www.realm667.com/forum/attachment/791?download=1 "SHTEA0.png")
- [ ...eSupershot.zip ](https://www.realm667.com/forum/attachment/949?download=1 "...eSupershot.zip") [ ](https://www.realm667.com/forum/attachment/949?download=1 "...eSupershot.zip")

 Last edit: 5 years 7 months ago by Salahmander.

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- **Blue Shadow**
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   6 years 9 months ago [\#7674](#7674) by Blue Shadow  Replied by *Blue Shadow* on topic *[Explosive Super Shotgun](https://www.realm667.com/forum/closed-submissions/1309-explosive-super-shotgun#7674 "Name: Explosive Super Shotgun Class: 3Type: HitscanPalette: OtherSummon: ExplosiveSuperShotgunAmmo Type: ShellAltfire: NoPowered Mode: NoSubmitted: SalahmanderDecorate: SalahmanderSprites:...")*

- The weapon needs its own custom ammunition, since it's even more powerful than the super shotgun, which is arguably, an overpowered weapon. I'd imagine its ammunition would be scarce in maps, and not as abundant as the shotgun shells.
- The puffs look a little boring. They could do with some other sprites than the scaled-down rocket explosion ones.
- The sprites should be converted to PNG.
- The [ submission template](https://www.realm667.com/index.php/en/kunena/armory/5-armory-submission-rules-read-this) for info and credits was update some time ago. Make sure the INFO and CREDITS lumps confirm to that.

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- **Salahmander**
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   6 years 9 months ago [\#7688](#7688) by Salahmander  Replied by *Salahmander* on topic *[Explosive Super Shotgun](https://www.realm667.com/forum/closed-submissions/1309-explosive-super-shotgun#7688 "Name: Explosive Super Shotgun Class: 3Type: HitscanPalette: OtherSummon: ExplosiveSuperShotgunAmmo Type: ShellAltfire: NoPowered Mode: NoSubmitted: SalahmanderDecorate: SalahmanderSprites:...")*

 Cheers for the feedback, will get to work with it when I can.

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- **Salahmander**
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   6 years 7 months ago [\#7773](#7773) by Salahmander  Replied by *Salahmander* on topic *[Explosive Super Shotgun](https://www.realm667.com/forum/closed-submissions/1309-explosive-super-shotgun#7773 "Name: Explosive Super Shotgun Class: 3Type: HitscanPalette: OtherSummon: ExplosiveSuperShotgunAmmo Type: ShellAltfire: NoPowered Mode: NoSubmitted: SalahmanderDecorate: SalahmanderSprites:...")*

 Sorry about the delay, had some RL issues I needed to tend to, but I have made the changes you've suggested.

- [ ...eSupershot.zip ](https://www.realm667.com/forum/attachment/827?download=1 "...eSupershot.zip") [ ](https://www.realm667.com/forum/attachment/827?download=1 "...eSupershot.zip")

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- **Salahmander**
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   6 years 1 month ago [\#8243](#8243) by Salahmander  Replied by *Salahmander* on topic *[Explosive Super Shotgun](https://www.realm667.com/forum/closed-submissions/1309-explosive-super-shotgun#8243 "Name: Explosive Super Shotgun Class: 3Type: HitscanPalette: OtherSummon: ExplosiveSuperShotgunAmmo Type: ShellAltfire: NoPowered Mode: NoSubmitted: SalahmanderDecorate: SalahmanderSprites:...")*

 Hey wondering if there is anything else I need to address with this?

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- **Gothic**
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   6 years 1 month ago [\#8245](#8245) by Gothic  Replied by *Gothic* on topic *[Explosive Super Shotgun](https://www.realm667.com/forum/closed-submissions/1309-explosive-super-shotgun#8245 "Name: Explosive Super Shotgun Class: 3Type: HitscanPalette: OtherSummon: ExplosiveSuperShotgunAmmo Type: ShellAltfire: NoPowered Mode: NoSubmitted: SalahmanderDecorate: SalahmanderSprites:...")*

 Don't forget the GLDEFS for the puff, and decals for them.

And this is a matter of opinions, but I wish there could be better sprites for an explosive shotgun, old Demon Eclipse sprites had those black outlines that made them look more cartoonish.

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- **Blue Shadow**
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   5 years 7 months ago [\#8710](#8710) by Blue Shadow  Replied by *Blue Shadow* on topic *[Explosive Super Shotgun](https://www.realm667.com/forum/closed-submissions/1309-explosive-super-shotgun#8710 "Name: Explosive Super Shotgun Class: 3Type: HitscanPalette: OtherSummon: ExplosiveSuperShotgunAmmo Type: ShellAltfire: NoPowered Mode: NoSubmitted: SalahmanderDecorate: SalahmanderSprites:...")*

 I could approve and add this now, but If the author is willing to do this...

> Gothic wrote: Don't forget the GLDEFS for the puff, and decals for them.

... in addition to giving the weapon a name tag. I could wait.

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- **Salahmander**
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   5 years 7 months ago [\#8711](#8711) by Salahmander  Replied by *Salahmander* on topic *[Explosive Super Shotgun](https://www.realm667.com/forum/closed-submissions/1309-explosive-super-shotgun#8711 "Name: Explosive Super Shotgun Class: 3Type: HitscanPalette: OtherSummon: ExplosiveSuperShotgunAmmo Type: ShellAltfire: NoPowered Mode: NoSubmitted: SalahmanderDecorate: SalahmanderSprites:...")*

 Yeah I can add them in.

What do you mean by name tag BTW?

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   5 years 7 months ago [\#8712](#8712) by Blue Shadow  Replied by *Blue Shadow* on topic *[Explosive Super Shotgun](https://www.realm667.com/forum/closed-submissions/1309-explosive-super-shotgun#8712 "Name: Explosive Super Shotgun Class: 3Type: HitscanPalette: OtherSummon: ExplosiveSuperShotgunAmmo Type: ShellAltfire: NoPowered Mode: NoSubmitted: SalahmanderDecorate: SalahmanderSprites:...")*

 In the weapon's code, use the Tag actor property like so:

Code:

ACTOR ExplosiveSuperShotgun : Weapon { // ... Tag "Explosive Super Shotgun" // ... }

The point of that is that when you switch weapons (provided you have the option for it enabled), you can see the weapon's name displayed on the screen like this:

 [ ![[img](https://i.imgur.com/IcGcRuB.png) ](https://i.imgur.com/IcGcRuB.png "[img")

If you don't do that, then the weapon's actor class name ("ExplosiveSuperShotgun") is used instead, which isn't as nice.

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- **Salahmander**
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- Wicked
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   5 years 7 months ago [\#8713](#8713) by Salahmander  Replied by *Salahmander* on topic *[Explosive Super Shotgun](https://www.realm667.com/forum/closed-submissions/1309-explosive-super-shotgun#8713 "Name: Explosive Super Shotgun Class: 3Type: HitscanPalette: OtherSummon: ExplosiveSuperShotgunAmmo Type: ShellAltfire: NoPowered Mode: NoSubmitted: SalahmanderDecorate: SalahmanderSprites:...")*

 Sorted, added GLDEFS and a decal, not sure if you had the old version which was in the OP, but I've updated the OP for the new version which includes new explosion sprites, and a new ammo type. And a tag has been added.

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