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

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- **BadMojo**
- ![BadMojo's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar6827.gif) Topic Author
- Wicked
- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

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   9 years 11 months ago [\#4540](#4540) by BadMojo  Replied by *BadMojo* on topic *[Automatic Shotgun](https://www.realm667.com/forum/closed-submissions/625-automatic-shotgun?start=50#4540 "=============

Information
=============

Name: Automatic Shotgun
Class: 3
Type: Hitscan
Palette: Custom
Summon: AutoShot
Ammo Type: Shells
Altfire: No
Powered Mode: No
Added States: No

=============
Credits
=============

Submitted: BadMojo
Decorate: BadMojo
Sounds: psx doom, BadMojo
Sprites: idSoftware, BadMojo
Sprite Edit: BadMojo, MagicWazard
Idea Base: ??
ACS: No

Description:
Union Aerospace standard issue automatic shotgun.

Spawn:

Idle:

:

https://www.dropbox.com/s/5ch1iaiobsglhur/AUTOSHOTGUNv7.2.zip?dl=0")*

> Blue Shadow wrote: With A\_JumpIfNoAmmo, you're telling to jump to the Ready state. At that point, if you try to fire the gun, then it'll switch out. In other words, for the weapon to switch out, you have to press the fire key after it has run out of ammo.

Ah yes, I see that now.. my mistake :roll:
> Well, it seems to auto-switch out now using 7.2...I don't see any other issues with it, unless someone finds something I've overlooked.

*drumroll*

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- **Blue Shadow**
- ![Blue Shadow's Avatar](https://www.realm667.com/media/kunena/core/svg/person.svg)
- Administrator
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   9 years 11 months ago [\#4550](#4550) by Blue Shadow  Replied by *Blue Shadow* on topic *[Automatic Shotgun](https://www.realm667.com/forum/closed-submissions/625-automatic-shotgun?start=50#4550 "=============

Information
=============

Name: Automatic Shotgun
Class: 3
Type: Hitscan
Palette: Custom
Summon: AutoShot
Ammo Type: Shells
Altfire: No
Powered Mode: No
Added States: No

=============
Credits
=============

Submitted: BadMojo
Decorate: BadMojo
Sounds: psx doom, BadMojo
Sprites: idSoftware, BadMojo
Sprite Edit: BadMojo, MagicWazard
Idea Base: ??
ACS: No

Description:
Union Aerospace standard issue automatic shotgun.

Spawn:

Idle:

:

https://www.dropbox.com/s/5ch1iaiobsglhur/AUTOSHOTGUNv7.2.zip?dl=0")*

> MagicWazard wrote: I don't see any other issues with it, unless someone finds something I've overlooked.

All appears fine.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy82MjUtYXV0b21hdGljLXNob3RndW4/c3RhcnQ9NTA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **MagicWazard**
- ![MagicWazard's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar517.png)
- Moderator
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   9 years 11 months ago [\#4595](#4595) by MagicWazard  Replied by *MagicWazard* on topic *[Automatic Shotgun](https://www.realm667.com/forum/closed-submissions/625-automatic-shotgun?start=50#4595 "=============

Information
=============

Name: Automatic Shotgun
Class: 3
Type: Hitscan
Palette: Custom
Summon: AutoShot
Ammo Type: Shells
Altfire: No
Powered Mode: No
Added States: No

=============
Credits
=============

Submitted: BadMojo
Decorate: BadMojo
Sounds: psx doom, BadMojo
Sprites: idSoftware, BadMojo
Sprite Edit: BadMojo, MagicWazard
Idea Base: ??
ACS: No

Description:
Union Aerospace standard issue automatic shotgun.

Spawn:

Idle:

:

https://www.dropbox.com/s/5ch1iaiobsglhur/AUTOSHOTGUNv7.2.zip?dl=0")*

 Uploaded. Congratulations!

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