#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) \[SUBMISSION\] Dual Barrel Laser Rifle

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- **MagicWazard**
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   9 years 11 months ago [\#4679](#4679) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\] Dual Barrel Laser Rifle](https://www.realm667.com/forum/closed-submissions/774-submission-dual-barrel-laser-rifle?start=10#4679 "

Name: Dual Barrel Laser Rifle
Class: 6 (I guess?.. being a plasma weapon.. or 4 based on power to rate of fire)
Type: Projectile
Palette: png palleted
Summon: DualLaser
Ammo Type: Cells
Altfire: No
Powered Mode: No
Added States: No

Submitted: BadMojo
Decorate: BadMojo
GLDefs: BadMojo
Sounds: BadMojo
Sprites: BadMojo
Idea Base: A mod for quake called "Pain", had a dual laser gun, also a single laser gun, which was the sound idea base for the firing sound.
ACS: No

Light weight, accurate, fast projectile, dual firing laser rifle.

https://www.dropbox.com/s/0zinmc2ypvm1ofy/DUALLASERv7.1.zip?dl=0")*

 I never noticed the firing sound was playing twice. It sounded natural enough to me, but it doesn't sound bad after the change, so whichever you prefer...

Speaking of sound, here's something weird regarding the pickup sound. I noticed there was an empty line in the "Spawn" state, after "Stop" and before the closing brace for states, so I tried deleting the empty line; after removing this line, the regular Doom weapon pickup sound plays when picking up the weapon IN ADDITION to the firing sound; and, the firing sound also still plays when using IDFA (the standard pickup sound doesn't, though). I have no idea why an empty line would prevent the standard pickup sound from playing, but there it is. I noticed there was also an empty line in between "Inventory.PickupMessage" and States; I tried deleting that too, but it didn't affect anything.

I did finally determine *what* was causing the firing sound to play upon pickup, although not *why*. Apparently the state "Held" is native to the "Inventory" class. When I noticed this, I changed the name of the "Held" state in the weapon to something else; after doing so, the firing sound no longer played when the weapon was picked up or IDFA'd. So I guess redefining this particular state causes odd side effects.

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- **BadMojo**
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   9 years 11 months ago [\#4680](#4680) by BadMojo  Replied by *BadMojo* on topic *[\[SUBMISSION\] Dual Barrel Laser Rifle](https://www.realm667.com/forum/closed-submissions/774-submission-dual-barrel-laser-rifle?start=10#4680 "

Name: Dual Barrel Laser Rifle
Class: 6 (I guess?.. being a plasma weapon.. or 4 based on power to rate of fire)
Type: Projectile
Palette: png palleted
Summon: DualLaser
Ammo Type: Cells
Altfire: No
Powered Mode: No
Added States: No

Submitted: BadMojo
Decorate: BadMojo
GLDefs: BadMojo
Sounds: BadMojo
Sprites: BadMojo
Idea Base: A mod for quake called "Pain", had a dual laser gun, also a single laser gun, which was the sound idea base for the firing sound.
ACS: No

Light weight, accurate, fast projectile, dual firing laser rifle.

https://www.dropbox.com/s/0zinmc2ypvm1ofy/DUALLASERv7.1.zip?dl=0")*

 I would never have picked that to be the problem. v7.1 is up now with that fix, and also fixed a few pixels that were bugging me.

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   9 years 11 months ago - 9 years 11 months ago [\#4683](#4683) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\] Dual Barrel Laser Rifle](https://www.realm667.com/forum/closed-submissions/774-submission-dual-barrel-laser-rifle?start=10#4683 "

Name: Dual Barrel Laser Rifle
Class: 6 (I guess?.. being a plasma weapon.. or 4 based on power to rate of fire)
Type: Projectile
Palette: png palleted
Summon: DualLaser
Ammo Type: Cells
Altfire: No
Powered Mode: No
Added States: No

Submitted: BadMojo
Decorate: BadMojo
GLDefs: BadMojo
Sounds: BadMojo
Sprites: BadMojo
Idea Base: A mod for quake called "Pain", had a dual laser gun, also a single laser gun, which was the sound idea base for the firing sound.
ACS: No

Light weight, accurate, fast projectile, dual firing laser rifle.

https://www.dropbox.com/s/0zinmc2ypvm1ofy/DUALLASERv7.1.zip?dl=0")*

 Great! I think the only really pressing issue left is standardizing the pickup string. This is really close now.

Oh, and it just occurred to me--since this borrows some assets from the Gatling Laser, is the Gatling Laser going to need an update to take advantage of any of the polish aspects applied to this submission? Like additional lights, etc.?

 Warning: Spoiler!

 Oh, and remember that one of the benefits of DropBox is that you don't need to update the filename each time you upload a new version; once you create a link to a file, you can update that file, and as long as the file name is the same, the link will remain intact. But I do see you are fond of version numbering, so do what you think is best. (Either way, it beats the hell out of MediaFire.)

 Last edit: 9 years 11 months ago by MagicWazard.

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- **BadMojo**
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   9 years 11 months ago - 9 years 11 months ago [\#4684](#4684) by BadMojo  Replied by *BadMojo* on topic *[\[SUBMISSION\] Dual Barrel Laser Rifle](https://www.realm667.com/forum/closed-submissions/774-submission-dual-barrel-laser-rifle?start=10#4684 "

Name: Dual Barrel Laser Rifle
Class: 6 (I guess?.. being a plasma weapon.. or 4 based on power to rate of fire)
Type: Projectile
Palette: png palleted
Summon: DualLaser
Ammo Type: Cells
Altfire: No
Powered Mode: No
Added States: No

Submitted: BadMojo
Decorate: BadMojo
GLDefs: BadMojo
Sounds: BadMojo
Sprites: BadMojo
Idea Base: A mod for quake called "Pain", had a dual laser gun, also a single laser gun, which was the sound idea base for the firing sound.
ACS: No

Light weight, accurate, fast projectile, dual firing laser rifle.

https://www.dropbox.com/s/0zinmc2ypvm1ofy/DUALLASERv7.1.zip?dl=0")*

 Standardizing the pickup string? I'm not sure I quite follow what you mean lol... is that the pickup message? (I feel stupid for asking that :huh: )

Yea Ill pm you with an updated link for the Gat Laser as soon as I've implemented the changes.

 Warning: Spoiler!

 Also on that note... I recently discovered a clash with the gat laser and auto shotgun... this idiot.. aka me... decided to use the same sprite name for both the auto shotguns hud sprites and the gat lasers 'dissipation' sprites... so when trying to play with both weapons, if you fire the gat laser, when the projectile hits the wall the autoshotgun sprite replaces the projectile death sprite.... Ill also pm you an update for the auto shotgun to fix that too.. My bad :![XD](https://www.realm667.com/laugh.gif "XD"):

 Warning: Spoiler!

 As for the version numbering thing... lets just say I'm really disorganized usually, my hdd is a labyrinth.. So I'm trying to train myself to be a little more on top of things, and that means starting with the small stuff, like version numbering.. My method to that is if there is a major update (adding sounds, new graphics, more than 3 lines of decorate, etc..) it will advance by the first digit... if its a small 'hotfix', then it gets a decimal point... its easy enough to do, so long as its consistent, and the files are less than a meg in size so "meh" about hdd space :cool:

 Last edit: 9 years 11 months ago by BadMojo.

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   9 years 11 months ago [\#4686](#4686) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\] Dual Barrel Laser Rifle](https://www.realm667.com/forum/closed-submissions/774-submission-dual-barrel-laser-rifle?start=10#4686 "

Name: Dual Barrel Laser Rifle
Class: 6 (I guess?.. being a plasma weapon.. or 4 based on power to rate of fire)
Type: Projectile
Palette: png palleted
Summon: DualLaser
Ammo Type: Cells
Altfire: No
Powered Mode: No
Added States: No

Submitted: BadMojo
Decorate: BadMojo
GLDefs: BadMojo
Sounds: BadMojo
Sprites: BadMojo
Idea Base: A mod for quake called "Pain", had a dual laser gun, also a single laser gun, which was the sound idea base for the firing sound.
ACS: No

Light weight, accurate, fast projectile, dual firing laser rifle.

https://www.dropbox.com/s/0zinmc2ypvm1ofy/DUALLASERv7.1.zip?dl=0")*

> BadMojo wrote: Standardizing the pickup string? I'm not sure I quite follow what you mean lol... is that the pickup message? (I feel stupid for asking that :huh: )
>
> Yea Ill pm you with an updated link for the Gat Laser as soon as I've implemented the changes.

By "pickup string" I mean changing it to "You got the Dual Laser!", to be consistent with other weapons' pickup messages, instead of "Picked up the Dual Laser", as it is now.

Also, updates need to be provided as "new" submission threads. That way we have a paper trail if something goes awry. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)") You can forego all the usual preview and info stuff; it can just be a link to the new version with a description of the updated changes.

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   9 years 11 months ago - 9 years 11 months ago [\#4688](#4688) by BadMojo  Replied by *BadMojo* on topic *[\[SUBMISSION\] Dual Barrel Laser Rifle](https://www.realm667.com/forum/closed-submissions/774-submission-dual-barrel-laser-rifle?start=10#4688 "

Name: Dual Barrel Laser Rifle
Class: 6 (I guess?.. being a plasma weapon.. or 4 based on power to rate of fire)
Type: Projectile
Palette: png palleted
Summon: DualLaser
Ammo Type: Cells
Altfire: No
Powered Mode: No
Added States: No

Submitted: BadMojo
Decorate: BadMojo
GLDefs: BadMojo
Sounds: BadMojo
Sprites: BadMojo
Idea Base: A mod for quake called "Pain", had a dual laser gun, also a single laser gun, which was the sound idea base for the firing sound.
ACS: No

Light weight, accurate, fast projectile, dual firing laser rifle.

https://www.dropbox.com/s/0zinmc2ypvm1ofy/DUALLASERv7.1.zip?dl=0")*

 Cool, that's what i thought, easy done. Aside from that, is there anything else you think needs a bit of work or touch-up (just in case you see this and reply before I get home) regarding the dual lasers?

Edit: Updated v7.2 with changes.

 Last edit: 9 years 11 months ago by BadMojo.

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   9 years 11 months ago [\#4696](#4696) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\] Dual Barrel Laser Rifle](https://www.realm667.com/forum/closed-submissions/774-submission-dual-barrel-laser-rifle?start=10#4696 "

Name: Dual Barrel Laser Rifle
Class: 6 (I guess?.. being a plasma weapon.. or 4 based on power to rate of fire)
Type: Projectile
Palette: png palleted
Summon: DualLaser
Ammo Type: Cells
Altfire: No
Powered Mode: No
Added States: No

Submitted: BadMojo
Decorate: BadMojo
GLDefs: BadMojo
Sounds: BadMojo
Sprites: BadMojo
Idea Base: A mod for quake called "Pain", had a dual laser gun, also a single laser gun, which was the sound idea base for the firing sound.
ACS: No

Light weight, accurate, fast projectile, dual firing laser rifle.

https://www.dropbox.com/s/0zinmc2ypvm1ofy/DUALLASERv7.1.zip?dl=0")*

 I personally think it's ready-to-go, unless Blue Shadow has any additional feedback. If he does not, I'll upload it in the near future.

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   9 years 11 months ago [\#4705](#4705) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[SUBMISSION\] Dual Barrel Laser Rifle](https://www.realm667.com/forum/closed-submissions/774-submission-dual-barrel-laser-rifle?start=10#4705 "

Name: Dual Barrel Laser Rifle
Class: 6 (I guess?.. being a plasma weapon.. or 4 based on power to rate of fire)
Type: Projectile
Palette: png palleted
Summon: DualLaser
Ammo Type: Cells
Altfire: No
Powered Mode: No
Added States: No

Submitted: BadMojo
Decorate: BadMojo
GLDefs: BadMojo
Sounds: BadMojo
Sprites: BadMojo
Idea Base: A mod for quake called "Pain", had a dual laser gun, also a single laser gun, which was the sound idea base for the firing sound.
ACS: No

Light weight, accurate, fast projectile, dual firing laser rifle.

https://www.dropbox.com/s/0zinmc2ypvm1ofy/DUALLASERv7.1.zip?dl=0")*

 No, nothing to add here. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

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   9 years 11 months ago [\#4708](#4708) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\] Dual Barrel Laser Rifle](https://www.realm667.com/forum/closed-submissions/774-submission-dual-barrel-laser-rifle?start=10#4708 "

Name: Dual Barrel Laser Rifle
Class: 6 (I guess?.. being a plasma weapon.. or 4 based on power to rate of fire)
Type: Projectile
Palette: png palleted
Summon: DualLaser
Ammo Type: Cells
Altfire: No
Powered Mode: No
Added States: No

Submitted: BadMojo
Decorate: BadMojo
GLDefs: BadMojo
Sounds: BadMojo
Sprites: BadMojo
Idea Base: A mod for quake called "Pain", had a dual laser gun, also a single laser gun, which was the sound idea base for the firing sound.
ACS: No

Light weight, accurate, fast projectile, dual firing laser rifle.

https://www.dropbox.com/s/0zinmc2ypvm1ofy/DUALLASERv7.1.zip?dl=0")*

 Sweet. I'll get this uploaded in the next couple of days then.

Nice to finally see some positive activity on the Repo front again!

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   9 years 11 months ago [\#4709](#4709) by BadMojo  Replied by *BadMojo* on topic *[\[SUBMISSION\] Dual Barrel Laser Rifle](https://www.realm667.com/forum/closed-submissions/774-submission-dual-barrel-laser-rifle?start=10#4709 "

Name: Dual Barrel Laser Rifle
Class: 6 (I guess?.. being a plasma weapon.. or 4 based on power to rate of fire)
Type: Projectile
Palette: png palleted
Summon: DualLaser
Ammo Type: Cells
Altfire: No
Powered Mode: No
Added States: No

Submitted: BadMojo
Decorate: BadMojo
GLDefs: BadMojo
Sounds: BadMojo
Sprites: BadMojo
Idea Base: A mod for quake called "Pain", had a dual laser gun, also a single laser gun, which was the sound idea base for the firing sound.
ACS: No

Light weight, accurate, fast projectile, dual firing laser rifle.

https://www.dropbox.com/s/0zinmc2ypvm1ofy/DUALLASERv7.1.zip?dl=0")*

 Cool, I'll keep making things exclusively for r667 then so long as I've got the effort for it ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

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