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

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- **Skelegant**
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   9 years 11 months ago [\#4508](#4508) by Skelegant  Replied by *Skelegant* on topic *[Heavy Carbine](https://www.realm667.com/forum/closed-submissions/540-heavy-carbine?start=10#4508 "Name: Heavy Carbine

Class: 4
Type: Projectile
Palette: Doom
Summon: HeavyCarbine, BloodyCarbine, Bloodycarbineguy
Ammotype: Clip
AltFire: Yes
Requires zdoom 2.8.1 or later

Submitted: Skelegant
Decorate: Skelegant, ozymandias81
Gldefs: Skelegant
Sprites: Id Software, Uboa, Wildweasel (puff sprites), David G.
Sprites Edit: Skelegant
Sounds: Id Software, FatSoundEffects's (http://www.freesfx.co.uk/sfx/knife?p=2)

This bad girl's ready to whup some demon tush! Mow down foes with streams of hot lead, or skewer them with the twin bayonets.
Comes with an impaled corpse, complete with removable carbine (just press use to haul it out and start shootin')

Clean version:

Salvaged version:

Pickup:

Download: http://www.m*diafire.com/download/ulk80de3vkjcjaq/HeavyCarbine_updated.zip")*

 The bayonet now does 8-15 points of damage, the bullets fly off in all directions (just about lol) and I updated the gunflash and pickup sprites.
I also added Ozy to the credits file ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

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- **MagicWazard**
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   9 years 11 months ago [\#4511](#4511) by MagicWazard  Replied by *MagicWazard* on topic *[Heavy Carbine](https://www.realm667.com/forum/closed-submissions/540-heavy-carbine?start=10#4511 "Name: Heavy Carbine

Class: 4
Type: Projectile
Palette: Doom
Summon: HeavyCarbine, BloodyCarbine, Bloodycarbineguy
Ammotype: Clip
AltFire: Yes
Requires zdoom 2.8.1 or later

Submitted: Skelegant
Decorate: Skelegant, ozymandias81
Gldefs: Skelegant
Sprites: Id Software, Uboa, Wildweasel (puff sprites), David G.
Sprites Edit: Skelegant
Sounds: Id Software, FatSoundEffects's (http://www.freesfx.co.uk/sfx/knife?p=2)

This bad girl's ready to whup some demon tush! Mow down foes with streams of hot lead, or skewer them with the twin bayonets.
Comes with an impaled corpse, complete with removable carbine (just press use to haul it out and start shootin')

Clean version:

Salvaged version:

Pickup:

Download: http://www.m*diafire.com/download/ulk80de3vkjcjaq/HeavyCarbine_updated.zip")*

 Out of curiosity, why is NOAUTOAIM enabled? It doesn't seem like it's integral to the design to disable autoaim.

Also, the bayonet makes the same noise when striking walls as when striking enemies, yet different sound files are provided. Didn't Ozy help you get that worked out in his revision?

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- **Skelegant**
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   9 years 11 months ago - 9 years 11 months ago [\#4512](#4512) by Skelegant  Replied by *Skelegant* on topic *[Heavy Carbine](https://www.realm667.com/forum/closed-submissions/540-heavy-carbine?start=10#4512 "Name: Heavy Carbine

Class: 4
Type: Projectile
Palette: Doom
Summon: HeavyCarbine, BloodyCarbine, Bloodycarbineguy
Ammotype: Clip
AltFire: Yes
Requires zdoom 2.8.1 or later

Submitted: Skelegant
Decorate: Skelegant, ozymandias81
Gldefs: Skelegant
Sprites: Id Software, Uboa, Wildweasel (puff sprites), David G.
Sprites Edit: Skelegant
Sounds: Id Software, FatSoundEffects's (http://www.freesfx.co.uk/sfx/knife?p=2)

This bad girl's ready to whup some demon tush! Mow down foes with streams of hot lead, or skewer them with the twin bayonets.
Comes with an impaled corpse, complete with removable carbine (just press use to haul it out and start shootin')

Clean version:

Salvaged version:

Pickup:

Download: http://www.m*diafire.com/download/ulk80de3vkjcjaq/HeavyCarbine_updated.zip")*

 The projectiles travel so fast that AUTOAIM can cause problems if you're aiming at an enemy above you, the bullets are likely to just hit the wall under your target.
I think I may have wrecked the different noises by removing the puffonactors flag, because I didn't like the way enemies spewed dust when stabbed ![:D](https://www.realm667.com/bigsmile.gif ":D") Would it work better if the puffs were invisible, but kept the puffonactors flag?
[EDIT] puffs are now invisible and the sounds work again.

 Last edit: 9 years 11 months ago by Skelegant.

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- **MagicWazard**
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   9 years 11 months ago - 9 years 11 months ago [\#4524](#4524) by MagicWazard  Replied by *MagicWazard* on topic *[Heavy Carbine](https://www.realm667.com/forum/closed-submissions/540-heavy-carbine?start=10#4524 "Name: Heavy Carbine

Class: 4
Type: Projectile
Palette: Doom
Summon: HeavyCarbine, BloodyCarbine, Bloodycarbineguy
Ammotype: Clip
AltFire: Yes
Requires zdoom 2.8.1 or later

Submitted: Skelegant
Decorate: Skelegant, ozymandias81
Gldefs: Skelegant
Sprites: Id Software, Uboa, Wildweasel (puff sprites), David G.
Sprites Edit: Skelegant
Sounds: Id Software, FatSoundEffects's (http://www.freesfx.co.uk/sfx/knife?p=2)

This bad girl's ready to whup some demon tush! Mow down foes with streams of hot lead, or skewer them with the twin bayonets.
Comes with an impaled corpse, complete with removable carbine (just press use to haul it out and start shootin')

Clean version:

Salvaged version:

Pickup:

Download: http://www.m*diafire.com/download/ulk80de3vkjcjaq/HeavyCarbine_updated.zip")*

> Skelegant wrote: The projectiles travel so fast that AUTOAIM can cause problems if you're aiming at an enemy above you, the bullets are likely to just hit the wall under your target.

Yeah, but you can say that about any rapid-fire weapon. I'd remove +NOAUTOAIM and leave it up to the user's preference. But, it's only one flag, and it's easy enough for a modder to remove if you prefer to leave it in.

> Skelegant wrote: I think I may have wrecked the different noises by removing the puffonactors flag, because I didn't like the way enemies spewed dust when stabbed ![:D](https://www.realm667.com/bigsmile.gif ":D") Would it work better if the puffs were invisible, but kept the puffonactors flag?
> \[EDIT\] puffs are now invisible and the sounds work again.

I fixed the puff problem so that the puff only displays when hitting a wall, and plays the correct sound depending on what you hit.

First, change the A_CustomPunch to the following: Code:

RFL1 E 3 A_CustomPunch(random(8,15), 0, 0, "BayonetPuff",100, 0, 0, "none", "KNIFSTAB")

Then, change the puff definitions to the following (note: HitPuff will now inherit from BulletPuff in this case): Code:

ACTOR HitPuff : BulletPuff { +NOBLOCKMAP +NOGRAVITY +NOEXTREMEDEATH RenderStyle Add ProjectileKickback 100 states { Spawn: Melee: Crash: POOF ABCDE 3 Stop } } ACTOR BayonetPuff : HitPuff { scale 0.4 //you may choose for an obituary here AttackSound "bayon/impact" states { Spawn: Melee: Crash: XDeath: POOF ABCDE 3 Stop } }

Try it out!

 Last edit: 9 years 11 months ago by MagicWazard.

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   9 years 11 months ago [\#4529](#4529) by Skelegant  Replied by *Skelegant* on topic *[Heavy Carbine](https://www.realm667.com/forum/closed-submissions/540-heavy-carbine?start=10#4529 "Name: Heavy Carbine

Class: 4
Type: Projectile
Palette: Doom
Summon: HeavyCarbine, BloodyCarbine, Bloodycarbineguy
Ammotype: Clip
AltFire: Yes
Requires zdoom 2.8.1 or later

Submitted: Skelegant
Decorate: Skelegant, ozymandias81
Gldefs: Skelegant
Sprites: Id Software, Uboa, Wildweasel (puff sprites), David G.
Sprites Edit: Skelegant
Sounds: Id Software, FatSoundEffects's (http://www.freesfx.co.uk/sfx/knife?p=2)

This bad girl's ready to whup some demon tush! Mow down foes with streams of hot lead, or skewer them with the twin bayonets.
Comes with an impaled corpse, complete with removable carbine (just press use to haul it out and start shootin')

Clean version:

Salvaged version:

Pickup:

Download: http://www.m*diafire.com/download/ulk80de3vkjcjaq/HeavyCarbine_updated.zip")*

 It works, but only in the newer versions of gzdoom. Should I put that in the info file?

Also, I removed +NOAUTOAIM and it works much better ![:D](https://www.realm667.com/bigsmile.gif ":D")

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   9 years 11 months ago [\#4542](#4542) by MagicWazard  Replied by *MagicWazard* on topic *[Heavy Carbine](https://www.realm667.com/forum/closed-submissions/540-heavy-carbine?start=10#4542 "Name: Heavy Carbine

Class: 4
Type: Projectile
Palette: Doom
Summon: HeavyCarbine, BloodyCarbine, Bloodycarbineguy
Ammotype: Clip
AltFire: Yes
Requires zdoom 2.8.1 or later

Submitted: Skelegant
Decorate: Skelegant, ozymandias81
Gldefs: Skelegant
Sprites: Id Software, Uboa, Wildweasel (puff sprites), David G.
Sprites Edit: Skelegant
Sounds: Id Software, FatSoundEffects's (http://www.freesfx.co.uk/sfx/knife?p=2)

This bad girl's ready to whup some demon tush! Mow down foes with streams of hot lead, or skewer them with the twin bayonets.
Comes with an impaled corpse, complete with removable carbine (just press use to haul it out and start shootin')

Clean version:

Salvaged version:

Pickup:

Download: http://www.m*diafire.com/download/ulk80de3vkjcjaq/HeavyCarbine_updated.zip")*

> Skelegant wrote: It works, but only in the newer versions of gzdoom. Should I put that in the info file?

Yeah, because if they're using an outdated version of the engine, they really ought to upgrade. (I'm surprised that choosing the "hit" sound for CustomPunch is such a recent addition to the parameters.)

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   9 years 11 months ago [\#4544](#4544) by BadMojo  Replied by *BadMojo* on topic *[Heavy Carbine](https://www.realm667.com/forum/closed-submissions/540-heavy-carbine?start=10#4544 "Name: Heavy Carbine

Class: 4
Type: Projectile
Palette: Doom
Summon: HeavyCarbine, BloodyCarbine, Bloodycarbineguy
Ammotype: Clip
AltFire: Yes
Requires zdoom 2.8.1 or later

Submitted: Skelegant
Decorate: Skelegant, ozymandias81
Gldefs: Skelegant
Sprites: Id Software, Uboa, Wildweasel (puff sprites), David G.
Sprites Edit: Skelegant
Sounds: Id Software, FatSoundEffects's (http://www.freesfx.co.uk/sfx/knife?p=2)

This bad girl's ready to whup some demon tush! Mow down foes with streams of hot lead, or skewer them with the twin bayonets.
Comes with an impaled corpse, complete with removable carbine (just press use to haul it out and start shootin')

Clean version:

Salvaged version:

Pickup:

Download: http://www.m*diafire.com/download/ulk80de3vkjcjaq/HeavyCarbine_updated.zip")*

 Thought Id give a slice of feedback.
Just a few points.. take it or leave it, Im no expert on this stuff ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

*Bullet projectile "pixel" sprite should be yellow... darkish yellow perhaps, so that it doesn't stand out so much.
*The speed of the projectile would be better at around 120 or more... 80 seems a bit slow for my liking
*Bullet spread is probably a bit too much, I'm sure the doom guy is strong enough to keep it a little more stable

Other than that.. I likey ![:D](https://www.realm667.com/bigsmile.gif ":D")

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   9 years 11 months ago [\#4545](#4545) by Skelegant  Replied by *Skelegant* on topic *[Heavy Carbine](https://www.realm667.com/forum/closed-submissions/540-heavy-carbine?start=10#4545 "Name: Heavy Carbine

Class: 4
Type: Projectile
Palette: Doom
Summon: HeavyCarbine, BloodyCarbine, Bloodycarbineguy
Ammotype: Clip
AltFire: Yes
Requires zdoom 2.8.1 or later

Submitted: Skelegant
Decorate: Skelegant, ozymandias81
Gldefs: Skelegant
Sprites: Id Software, Uboa, Wildweasel (puff sprites), David G.
Sprites Edit: Skelegant
Sounds: Id Software, FatSoundEffects's (http://www.freesfx.co.uk/sfx/knife?p=2)

This bad girl's ready to whup some demon tush! Mow down foes with streams of hot lead, or skewer them with the twin bayonets.
Comes with an impaled corpse, complete with removable carbine (just press use to haul it out and start shootin')

Clean version:

Salvaged version:

Pickup:

Download: http://www.m*diafire.com/download/ulk80de3vkjcjaq/HeavyCarbine_updated.zip")*

 I darkened the projectile slightly and lowered the spread a little. It might be better to leave the speed as it is though, to give a weaker hitscan weapon a slight advantage over this, to help with weapon balancing. It'll be easy enough to alter the speed if one so desires though ![:D](https://www.realm667.com/bigsmile.gif ":D")

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   9 years 11 months ago [\#4546](#4546) by MagicWazard  Replied by *MagicWazard* on topic *[Heavy Carbine](https://www.realm667.com/forum/closed-submissions/540-heavy-carbine?start=10#4546 "Name: Heavy Carbine

Class: 4
Type: Projectile
Palette: Doom
Summon: HeavyCarbine, BloodyCarbine, Bloodycarbineguy
Ammotype: Clip
AltFire: Yes
Requires zdoom 2.8.1 or later

Submitted: Skelegant
Decorate: Skelegant, ozymandias81
Gldefs: Skelegant
Sprites: Id Software, Uboa, Wildweasel (puff sprites), David G.
Sprites Edit: Skelegant
Sounds: Id Software, FatSoundEffects's (http://www.freesfx.co.uk/sfx/knife?p=2)

This bad girl's ready to whup some demon tush! Mow down foes with streams of hot lead, or skewer them with the twin bayonets.
Comes with an impaled corpse, complete with removable carbine (just press use to haul it out and start shootin')

Clean version:

Salvaged version:

Pickup:

Download: http://www.m*diafire.com/download/ulk80de3vkjcjaq/HeavyCarbine_updated.zip")*

 I thought the spread was fine as it was, but it's not hard for an end-user to tweak the values to their liking, so it's no big deal. And I agree with keeping the speed as-is.

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   9 years 11 months ago [\#4547](#4547) by BadMojo  Replied by *BadMojo* on topic *[Heavy Carbine](https://www.realm667.com/forum/closed-submissions/540-heavy-carbine?start=10#4547 "Name: Heavy Carbine

Class: 4
Type: Projectile
Palette: Doom
Summon: HeavyCarbine, BloodyCarbine, Bloodycarbineguy
Ammotype: Clip
AltFire: Yes
Requires zdoom 2.8.1 or later

Submitted: Skelegant
Decorate: Skelegant, ozymandias81
Gldefs: Skelegant
Sprites: Id Software, Uboa, Wildweasel (puff sprites), David G.
Sprites Edit: Skelegant
Sounds: Id Software, FatSoundEffects's (http://www.freesfx.co.uk/sfx/knife?p=2)

This bad girl's ready to whup some demon tush! Mow down foes with streams of hot lead, or skewer them with the twin bayonets.
Comes with an impaled corpse, complete with removable carbine (just press use to haul it out and start shootin')

Clean version:

Salvaged version:

Pickup:

Download: http://www.m*diafire.com/download/ulk80de3vkjcjaq/HeavyCarbine_updated.zip")*

 Yea I'd go with MagicWazards feedback, like I said, I'm no expert, it's just my personal preference ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)") it's all easy to change in the end anyway if need be.

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