#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) \[Submission\] Impaler Gauntlet

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   1 year 9 months ago [\#12655](#12655) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[Submission\] Impaler Gauntlet](https://www.realm667.com/forum/closed-submissions/2185-submission-impaler-gauntlet?start=10#12655 "Name: Impaler Gauntlet

Class: 1
Type: Melee
Palette: Hexen
Summon: ImpalerGauntlet
Ammo Type: None
Powered Mode: No
Added States: No

Submitted: TheDoomedArchvile
Code: TheDoomedArchvile, DeVloek, BlueShadow
GLDefs: None
Sounds: Hexen
Sprites: Hexen, Neoworm, Nash
Sprite Edit: TheDoomedArchvile, Gothic
Idea Base: Upgrade to the Spiked Gauntlets
ACS: No

Description: A metal gauntlet that has two large spikes that rip through the flesh of anyone who is unlucky enough to get punched. They deal more damage than the spiked gauntlets and the wielder can even preform an uppercut. Holding the alt-fire while preforming the uppercut will throw a follow-up punch that deals significant damage.
The uppercut also acts as a jump to get onto higher ledges or reach air-born foes. The follow-up punch will also push the person forward a bit, so they can use this attack as an extra movement option.

   

Note: There are two current issues I am having with this weapon that keep this from being fully complete for my liking. Regardless, I hope it is still fun in its current state.

1. For some reason when using the AltFire's followup attack (mid-air punch after the uppercut), when using the AltFire again it will automatically enter its AltHold state instead of going to the AltFire state. The Goto at the end point to the Ready state, so I am not sure why it is skipping?

2. I'd like to make enemies who get hit by the uppercut attack, or at least are within a close proximity of the player when using this attack, that they also get thrust straight into the air so that the followup punch will better connect. I tried using A_Blast but that only appears to push enemies horizontally. Is there a way to make an enemy to be launched only vertically when hit by a melee attack or with another A_Blast-like effect?

As always, feedback is welcome! ^_^")*

 This should fix it:
Code:

IGAE G 5 { int buttons = GetPlayerInput(INPUT_BUTTONS); // You were using the ACS version of this function, not the ZScript/DECORATE one. if(buttons &amp; BT_ATTACK) { return A_Jump(256, "SwingL2"); // You need to return the result of the function, which is the state to jump to. } return State(null); // A return is needed here too. Returning 'null' tells the engine to continue to the next state. }

If you want, you can use this alternatively. It's a compact, one-line version of the above:
Code:

IGAE G 5 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) &amp; BT_ATTACK, "SwingL2");

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- **doomedarchviledemon**
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   1 year 9 months ago [\#12657](#12657) by doomedarchviledemon  Replied by *doomedarchviledemon* on topic *[\[Submission\] Impaler Gauntlet](https://www.realm667.com/forum/closed-submissions/2185-submission-impaler-gauntlet?start=10#12657 "Name: Impaler Gauntlet

Class: 1
Type: Melee
Palette: Hexen
Summon: ImpalerGauntlet
Ammo Type: None
Powered Mode: No
Added States: No

Submitted: TheDoomedArchvile
Code: TheDoomedArchvile, DeVloek, BlueShadow
GLDefs: None
Sounds: Hexen
Sprites: Hexen, Neoworm, Nash
Sprite Edit: TheDoomedArchvile, Gothic
Idea Base: Upgrade to the Spiked Gauntlets
ACS: No

Description: A metal gauntlet that has two large spikes that rip through the flesh of anyone who is unlucky enough to get punched. They deal more damage than the spiked gauntlets and the wielder can even preform an uppercut. Holding the alt-fire while preforming the uppercut will throw a follow-up punch that deals significant damage.
The uppercut also acts as a jump to get onto higher ledges or reach air-born foes. The follow-up punch will also push the person forward a bit, so they can use this attack as an extra movement option.

   

Note: There are two current issues I am having with this weapon that keep this from being fully complete for my liking. Regardless, I hope it is still fun in its current state.

1. For some reason when using the AltFire's followup attack (mid-air punch after the uppercut), when using the AltFire again it will automatically enter its AltHold state instead of going to the AltFire state. The Goto at the end point to the Ready state, so I am not sure why it is skipping?

2. I'd like to make enemies who get hit by the uppercut attack, or at least are within a close proximity of the player when using this attack, that they also get thrust straight into the air so that the followup punch will better connect. I tried using A_Blast but that only appears to push enemies horizontally. Is there a way to make an enemy to be launched only vertically when hit by a melee attack or with another A_Blast-like effect?

As always, feedback is welcome! ^_^")*

 Updated

I went with the more condensed version, but I did have a follow up question. Could this be used to make a string combo input?
Like if I wanted to implement this into the Ready state and the player pressed Left, then Right, then Attack, it would jump to a super punch state or something. Is that possible using GetPlayerInput?
No plans to implement something like this in this particular weapon. But I do have some ideas for future weapons if this is possible.

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- **Blue Shadow**
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   1 year 9 months ago [\#12659](#12659) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[Submission\] Impaler Gauntlet](https://www.realm667.com/forum/closed-submissions/2185-submission-impaler-gauntlet?start=10#12659 "Name: Impaler Gauntlet

Class: 1
Type: Melee
Palette: Hexen
Summon: ImpalerGauntlet
Ammo Type: None
Powered Mode: No
Added States: No

Submitted: TheDoomedArchvile
Code: TheDoomedArchvile, DeVloek, BlueShadow
GLDefs: None
Sounds: Hexen
Sprites: Hexen, Neoworm, Nash
Sprite Edit: TheDoomedArchvile, Gothic
Idea Base: Upgrade to the Spiked Gauntlets
ACS: No

Description: A metal gauntlet that has two large spikes that rip through the flesh of anyone who is unlucky enough to get punched. They deal more damage than the spiked gauntlets and the wielder can even preform an uppercut. Holding the alt-fire while preforming the uppercut will throw a follow-up punch that deals significant damage.
The uppercut also acts as a jump to get onto higher ledges or reach air-born foes. The follow-up punch will also push the person forward a bit, so they can use this attack as an extra movement option.

   

Note: There are two current issues I am having with this weapon that keep this from being fully complete for my liking. Regardless, I hope it is still fun in its current state.

1. For some reason when using the AltFire's followup attack (mid-air punch after the uppercut), when using the AltFire again it will automatically enter its AltHold state instead of going to the AltFire state. The Goto at the end point to the Ready state, so I am not sure why it is skipping?

2. I'd like to make enemies who get hit by the uppercut attack, or at least are within a close proximity of the player when using this attack, that they also get thrust straight into the air so that the followup punch will better connect. I tried using A_Blast but that only appears to push enemies horizontally. Is there a way to make an enemy to be launched only vertically when hit by a melee attack or with another A_Blast-like effect?

As always, feedback is welcome! ^_^")*

> [ doomedarchviledemon wrote: ](https://www.realm667.com/forum/closed-submissions/2185-submission-impaler-gauntlet?start=10#12657)

>
>  Could this be used to make a string combo input?
> Like if I wanted to implement this into the Ready state and the player pressed Left, then Right, then Attack, it would jump to a super punch state or something. Is that possible using GetPlayerInput?

I don't see why not. Do bear in mind though, GetPlayerInput doesn't override player's input, so if the player uses left and right for turning, player still turns if pressing those keys, even if you're reading the player's input with the function.

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- **doomedarchviledemon**
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- Pain Elemental
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   1 year 8 months ago [\#12671](#12671) by doomedarchviledemon  Replied by *doomedarchviledemon* on topic *[\[Submission\] Impaler Gauntlet](https://www.realm667.com/forum/closed-submissions/2185-submission-impaler-gauntlet?start=10#12671 "Name: Impaler Gauntlet

Class: 1
Type: Melee
Palette: Hexen
Summon: ImpalerGauntlet
Ammo Type: None
Powered Mode: No
Added States: No

Submitted: TheDoomedArchvile
Code: TheDoomedArchvile, DeVloek, BlueShadow
GLDefs: None
Sounds: Hexen
Sprites: Hexen, Neoworm, Nash
Sprite Edit: TheDoomedArchvile, Gothic
Idea Base: Upgrade to the Spiked Gauntlets
ACS: No

Description: A metal gauntlet that has two large spikes that rip through the flesh of anyone who is unlucky enough to get punched. They deal more damage than the spiked gauntlets and the wielder can even preform an uppercut. Holding the alt-fire while preforming the uppercut will throw a follow-up punch that deals significant damage.
The uppercut also acts as a jump to get onto higher ledges or reach air-born foes. The follow-up punch will also push the person forward a bit, so they can use this attack as an extra movement option.

   

Note: There are two current issues I am having with this weapon that keep this from being fully complete for my liking. Regardless, I hope it is still fun in its current state.

1. For some reason when using the AltFire's followup attack (mid-air punch after the uppercut), when using the AltFire again it will automatically enter its AltHold state instead of going to the AltFire state. The Goto at the end point to the Ready state, so I am not sure why it is skipping?

2. I'd like to make enemies who get hit by the uppercut attack, or at least are within a close proximity of the player when using this attack, that they also get thrust straight into the air so that the followup punch will better connect. I tried using A_Blast but that only appears to push enemies horizontally. Is there a way to make an enemy to be launched only vertically when hit by a melee attack or with another A_Blast-like effect?

As always, feedback is welcome! ^_^")*

 Updated with Nash's ultra widescreen arms for the main punches.> I don't see why not. Do bear in mind though, GetPlayerInput doesn't override player's input, so if the player uses left and right for turning, player still turns if pressing those keys, even if you're reading the player's input with the function.

That should be fine. As long as the string of inputs isn't to long I don't think it will have that great of a negative impact. I'll be mindful of that aspect because I'd like them to be quick and easy inputs with minimal movement impacts. I just need to figure out how to make it read a string. I don't know what symbol to put in the code to make it read one input to another in a set order, and if the order is broken to stop listening.
Like, putting 'A_JumpIf(GetPlayerInput(INPUT_BUTTONS) &amp; BT_LEFT &amp; BT_RIGHT &amp; BT_ATTACK, "PunchyMcPunchers"); doesn't work. I can probably ask on the ZDoom forums and see if I can get help there also. Again, not for this weapon, but for others later on perhaps.

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   1 year 8 months ago [\#12677](#12677) by Gothic  Replied by *Gothic* on topic *[\[Submission\] Impaler Gauntlet](https://www.realm667.com/forum/closed-submissions/2185-submission-impaler-gauntlet?start=10#12677 "Name: Impaler Gauntlet

Class: 1
Type: Melee
Palette: Hexen
Summon: ImpalerGauntlet
Ammo Type: None
Powered Mode: No
Added States: No

Submitted: TheDoomedArchvile
Code: TheDoomedArchvile, DeVloek, BlueShadow
GLDefs: None
Sounds: Hexen
Sprites: Hexen, Neoworm, Nash
Sprite Edit: TheDoomedArchvile, Gothic
Idea Base: Upgrade to the Spiked Gauntlets
ACS: No

Description: A metal gauntlet that has two large spikes that rip through the flesh of anyone who is unlucky enough to get punched. They deal more damage than the spiked gauntlets and the wielder can even preform an uppercut. Holding the alt-fire while preforming the uppercut will throw a follow-up punch that deals significant damage.
The uppercut also acts as a jump to get onto higher ledges or reach air-born foes. The follow-up punch will also push the person forward a bit, so they can use this attack as an extra movement option.

   

Note: There are two current issues I am having with this weapon that keep this from being fully complete for my liking. Regardless, I hope it is still fun in its current state.

1. For some reason when using the AltFire's followup attack (mid-air punch after the uppercut), when using the AltFire again it will automatically enter its AltHold state instead of going to the AltFire state. The Goto at the end point to the Ready state, so I am not sure why it is skipping?

2. I'd like to make enemies who get hit by the uppercut attack, or at least are within a close proximity of the player when using this attack, that they also get thrust straight into the air so that the followup punch will better connect. I tried using A_Blast but that only appears to push enemies horizontally. Is there a way to make an enemy to be launched only vertically when hit by a melee attack or with another A_Blast-like effect?

As always, feedback is welcome! ^_^")*

 I did some touches to the spikes so they blend with the gauntlets, if you want to use them:
 [ ![[img](https://i.imgur.com/ZQ3HXJH.png) ](https://i.imgur.com/ZQ3HXJH.png "[img")

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- **doomedarchviledemon**
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   1 year 7 months ago [\#12681](#12681) by doomedarchviledemon  Replied by *doomedarchviledemon* on topic *[\[Submission\] Impaler Gauntlet](https://www.realm667.com/forum/closed-submissions/2185-submission-impaler-gauntlet?start=10#12681 "Name: Impaler Gauntlet

Class: 1
Type: Melee
Palette: Hexen
Summon: ImpalerGauntlet
Ammo Type: None
Powered Mode: No
Added States: No

Submitted: TheDoomedArchvile
Code: TheDoomedArchvile, DeVloek, BlueShadow
GLDefs: None
Sounds: Hexen
Sprites: Hexen, Neoworm, Nash
Sprite Edit: TheDoomedArchvile, Gothic
Idea Base: Upgrade to the Spiked Gauntlets
ACS: No

Description: A metal gauntlet that has two large spikes that rip through the flesh of anyone who is unlucky enough to get punched. They deal more damage than the spiked gauntlets and the wielder can even preform an uppercut. Holding the alt-fire while preforming the uppercut will throw a follow-up punch that deals significant damage.
The uppercut also acts as a jump to get onto higher ledges or reach air-born foes. The follow-up punch will also push the person forward a bit, so they can use this attack as an extra movement option.

   

Note: There are two current issues I am having with this weapon that keep this from being fully complete for my liking. Regardless, I hope it is still fun in its current state.

1. For some reason when using the AltFire's followup attack (mid-air punch after the uppercut), when using the AltFire again it will automatically enter its AltHold state instead of going to the AltFire state. The Goto at the end point to the Ready state, so I am not sure why it is skipping?

2. I'd like to make enemies who get hit by the uppercut attack, or at least are within a close proximity of the player when using this attack, that they also get thrust straight into the air so that the followup punch will better connect. I tried using A_Blast but that only appears to push enemies horizontally. Is there a way to make an enemy to be launched only vertically when hit by a melee attack or with another A_Blast-like effect?

As always, feedback is welcome! ^_^")*

 Updated
These sprites are awesome btw! Thank you very much for the polish, Gothic! ![^_^](https://www.realm667.com/anime.gif "^_^")

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   1 year 7 months ago [\#12682](#12682) by Gothic  Replied by *Gothic* on topic *[\[Submission\] Impaler Gauntlet](https://www.realm667.com/forum/closed-submissions/2185-submission-impaler-gauntlet?start=10#12682 "Name: Impaler Gauntlet

Class: 1
Type: Melee
Palette: Hexen
Summon: ImpalerGauntlet
Ammo Type: None
Powered Mode: No
Added States: No

Submitted: TheDoomedArchvile
Code: TheDoomedArchvile, DeVloek, BlueShadow
GLDefs: None
Sounds: Hexen
Sprites: Hexen, Neoworm, Nash
Sprite Edit: TheDoomedArchvile, Gothic
Idea Base: Upgrade to the Spiked Gauntlets
ACS: No

Description: A metal gauntlet that has two large spikes that rip through the flesh of anyone who is unlucky enough to get punched. They deal more damage than the spiked gauntlets and the wielder can even preform an uppercut. Holding the alt-fire while preforming the uppercut will throw a follow-up punch that deals significant damage.
The uppercut also acts as a jump to get onto higher ledges or reach air-born foes. The follow-up punch will also push the person forward a bit, so they can use this attack as an extra movement option.

   

Note: There are two current issues I am having with this weapon that keep this from being fully complete for my liking. Regardless, I hope it is still fun in its current state.

1. For some reason when using the AltFire's followup attack (mid-air punch after the uppercut), when using the AltFire again it will automatically enter its AltHold state instead of going to the AltFire state. The Goto at the end point to the Ready state, so I am not sure why it is skipping?

2. I'd like to make enemies who get hit by the uppercut attack, or at least are within a close proximity of the player when using this attack, that they also get thrust straight into the air so that the followup punch will better connect. I tried using A_Blast but that only appears to push enemies horizontally. Is there a way to make an enemy to be launched only vertically when hit by a melee attack or with another A_Blast-like effect?

As always, feedback is welcome! ^_^")*

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