#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) \[SUBMISSION\] Flak Cannon

##

- **DavidN**
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- Wraith
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   9 years 4 months ago [\#5625](#5625) by DavidN  Replied by *DavidN* on topic *[\[SUBMISSION\] Flak Cannon](https://www.realm667.com/forum/closed-submissions/909-submission-flak-cannon?start=10#5625 "Information:

Name: Flak Cannon
Class: 5
Type: Hitscan/Projectile
Palette: Doom
Summon: FlakCannon
Ammo Type: Custom type - FlakAmmo
Powered Mode: No
Added States: No (but uses SSG damage type if you want to use it with Brutal)

Credits:
Submitted: DavidN
Decorate: DavidN
GLDefs: DavidN
Sounds: id Software, DavidN
Sprites: DavidN, PillowBlaster
Idea Base: Unreal Tournament's Flak Cannon
ACS: None

Description:
An Unreal Tournament-inspired flak cannon. It fires a hitscan attack similar to the super shotgun, with an additional random spread of rebounding flak projectiles. With some skill, this allows you to damage enemies around corners!

Sprites

Video
https://youtu.be/9VYaEcq8vTs

Download
http://www.teamouse.net/games/doom/FlakCannon.wad

---

Originally made for my first Doom experiment-turned-episode Vulkan. After I released the mod, Mr. Guncaster himself spontaneously offered a redraw of the sprite, and this is the version in the WAD! Both black-glove and Doom-glove variants are included - to use black fingerless gloves, move the six FKGN sprites in XTRASTRT/XTRAEND between the SS markers and delete the six frames that they duplicate.")*

 Aha... that's interesting about RANDOMIZE. Thanks for bringing it up!

I tried the method I outlined above this morning with the "middle manager" item, loaded it up, fired the flak cannon and instantly died because the missiles were no longer owned by the player ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)") And the pitch randomization still didn't work!

I think I'm going to have to throw the towel in on this, if it's permissible for the weapon to just not work with autoaim - I've gone back to the original NOAUTOAIM approach and added a note in the DECORATE for it.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy85MDktc3VibWlzc2lvbi1mbGFrLWNhbm5vbj9zdGFydD0xMA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **BadMojo**
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   9 years 4 months ago - 9 years 4 months ago [\#5627](#5627) by BadMojo  Replied by *BadMojo* on topic *[\[SUBMISSION\] Flak Cannon](https://www.realm667.com/forum/closed-submissions/909-submission-flak-cannon?start=10#5627 "Information:

Name: Flak Cannon
Class: 5
Type: Hitscan/Projectile
Palette: Doom
Summon: FlakCannon
Ammo Type: Custom type - FlakAmmo
Powered Mode: No
Added States: No (but uses SSG damage type if you want to use it with Brutal)

Credits:
Submitted: DavidN
Decorate: DavidN
GLDefs: DavidN
Sounds: id Software, DavidN
Sprites: DavidN, PillowBlaster
Idea Base: Unreal Tournament's Flak Cannon
ACS: None

Description:
An Unreal Tournament-inspired flak cannon. It fires a hitscan attack similar to the super shotgun, with an additional random spread of rebounding flak projectiles. With some skill, this allows you to damage enemies around corners!

Sprites

Video
https://youtu.be/9VYaEcq8vTs

Download
http://www.teamouse.net/games/doom/FlakCannon.wad

---

Originally made for my first Doom experiment-turned-episode Vulkan. After I released the mod, Mr. Guncaster himself spontaneously offered a redraw of the sprite, and this is the version in the WAD! Both black-glove and Doom-glove variants are included - to use black fingerless gloves, move the six FKGN sprites in XTRASTRT/XTRAEND between the SS markers and delete the six frames that they duplicate.")*

 Hmm.... BlueShadow is not going to like this one... But Ive managed to get autoaim to work without losing the randomized vertical spread using an acs script I stumbled across a while ago that enables autoaiming for the railgun attack.

So what Ive done is create a custom dummy A_FireBullets actor that has autoaim, doesn't deal damage or create a visual "puff".. the reason behind that is to get the vertical position of the dummy puff.

Now, about the script.. Basically what it does is get both the dummy bullet puff's position and the players position. Then it calculates the distance and height between the two, and returns the angle. pretty simple really... well sort of ![;)](https://www.realm667.com/wink.gif ";)")

Im pretty bad at explaining things... but youll see what Ive changed anyway.

Download: https://www.dropbox.com/s/nrhhc7vdyimz7nq/FlakCannonAutoAim.wad?dl=0

 Last edit: 9 years 4 months ago by BadMojo.

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- **DavidN**
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   9 years 4 months ago [\#5650](#5650) by DavidN  Replied by *DavidN* on topic *[\[SUBMISSION\] Flak Cannon](https://www.realm667.com/forum/closed-submissions/909-submission-flak-cannon?start=10#5650 "Information:

Name: Flak Cannon
Class: 5
Type: Hitscan/Projectile
Palette: Doom
Summon: FlakCannon
Ammo Type: Custom type - FlakAmmo
Powered Mode: No
Added States: No (but uses SSG damage type if you want to use it with Brutal)

Credits:
Submitted: DavidN
Decorate: DavidN
GLDefs: DavidN
Sounds: id Software, DavidN
Sprites: DavidN, PillowBlaster
Idea Base: Unreal Tournament's Flak Cannon
ACS: None

Description:
An Unreal Tournament-inspired flak cannon. It fires a hitscan attack similar to the super shotgun, with an additional random spread of rebounding flak projectiles. With some skill, this allows you to damage enemies around corners!

Sprites

Video
https://youtu.be/9VYaEcq8vTs

Download
http://www.teamouse.net/games/doom/FlakCannon.wad

---

Originally made for my first Doom experiment-turned-episode Vulkan. After I released the mod, Mr. Guncaster himself spontaneously offered a redraw of the sprite, and this is the version in the WAD! Both black-glove and Doom-glove variants are included - to use black fingerless gloves, move the six FKGN sprites in XTRASTRT/XTRAEND between the SS markers and delete the six frames that they duplicate.")*

 Thanks for contributing that, that's great - it's definitely a huge workaround but it gives a better result than I ever got ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)") I've adjusted it a bit so that it doesn't refuse to run on GZDoom 2.3.2 (by removing the write to a user variable and just using CallACS directly in the FireCustomMissile state).

Moderators, I've put this version up at http://teamouse.net/games/doom/FlakCannonAutoAim.wad - do you think the autoaim is worth the added ACS?

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy85MDktc3VibWlzc2lvbi1mbGFrLWNhbm5vbj9zdGFydD0xMA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **BadMojo**
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   9 years 4 months ago [\#5656](#5656) by BadMojo  Replied by *BadMojo* on topic *[\[SUBMISSION\] Flak Cannon](https://www.realm667.com/forum/closed-submissions/909-submission-flak-cannon?start=10#5656 "Information:

Name: Flak Cannon
Class: 5
Type: Hitscan/Projectile
Palette: Doom
Summon: FlakCannon
Ammo Type: Custom type - FlakAmmo
Powered Mode: No
Added States: No (but uses SSG damage type if you want to use it with Brutal)

Credits:
Submitted: DavidN
Decorate: DavidN
GLDefs: DavidN
Sounds: id Software, DavidN
Sprites: DavidN, PillowBlaster
Idea Base: Unreal Tournament's Flak Cannon
ACS: None

Description:
An Unreal Tournament-inspired flak cannon. It fires a hitscan attack similar to the super shotgun, with an additional random spread of rebounding flak projectiles. With some skill, this allows you to damage enemies around corners!

Sprites

Video
https://youtu.be/9VYaEcq8vTs

Download
http://www.teamouse.net/games/doom/FlakCannon.wad

---

Originally made for my first Doom experiment-turned-episode Vulkan. After I released the mod, Mr. Guncaster himself spontaneously offered a redraw of the sprite, and this is the version in the WAD! Both black-glove and Doom-glove variants are included - to use black fingerless gloves, move the six FKGN sprites in XTRASTRT/XTRAEND between the SS markers and delete the six frames that they duplicate.")*

 This is where the acs originated from: https://forum.zdoom.org/viewtopic.php?f=37&amp;t=47102

Probably a good idea to provide that with the credits if you end up using it.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy85MDktc3VibWlzc2lvbi1mbGFrLWNhbm5vbj9zdGFydD0xMA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

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   9 years 4 months ago [\#5658](#5658) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[SUBMISSION\] Flak Cannon](https://www.realm667.com/forum/closed-submissions/909-submission-flak-cannon?start=10#5658 "Information:

Name: Flak Cannon
Class: 5
Type: Hitscan/Projectile
Palette: Doom
Summon: FlakCannon
Ammo Type: Custom type - FlakAmmo
Powered Mode: No
Added States: No (but uses SSG damage type if you want to use it with Brutal)

Credits:
Submitted: DavidN
Decorate: DavidN
GLDefs: DavidN
Sounds: id Software, DavidN
Sprites: DavidN, PillowBlaster
Idea Base: Unreal Tournament's Flak Cannon
ACS: None

Description:
An Unreal Tournament-inspired flak cannon. It fires a hitscan attack similar to the super shotgun, with an additional random spread of rebounding flak projectiles. With some skill, this allows you to damage enemies around corners!

Sprites

Video
https://youtu.be/9VYaEcq8vTs

Download
http://www.teamouse.net/games/doom/FlakCannon.wad

---

Originally made for my first Doom experiment-turned-episode Vulkan. After I released the mod, Mr. Guncaster himself spontaneously offered a redraw of the sprite, and this is the version in the WAD! Both black-glove and Doom-glove variants are included - to use black fingerless gloves, move the six FKGN sprites in XTRASTRT/XTRAEND between the SS markers and delete the six frames that they duplicate.")*

> DavidN wrote: Moderators, I've put this version up at http://teamouse.net/games/doom/FlakCannonAutoAim.wad - do you think the autoaim is worth the added ACS?

Personally, I'd choose the "no autoaim" version, even though I'm a keyboard-only player. It's not like we don't have non-autoaim friendly weapons already on the repo.

So I'll leave the decision to MagicWazard as to which one to go with.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy85MDktc3VibWlzc2lvbi1mbGFrLWNhbm5vbj9zdGFydD0xMA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

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   9 years 4 months ago [\#5674](#5674) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\] Flak Cannon](https://www.realm667.com/forum/closed-submissions/909-submission-flak-cannon?start=10#5674 "Information:

Name: Flak Cannon
Class: 5
Type: Hitscan/Projectile
Palette: Doom
Summon: FlakCannon
Ammo Type: Custom type - FlakAmmo
Powered Mode: No
Added States: No (but uses SSG damage type if you want to use it with Brutal)

Credits:
Submitted: DavidN
Decorate: DavidN
GLDefs: DavidN
Sounds: id Software, DavidN
Sprites: DavidN, PillowBlaster
Idea Base: Unreal Tournament's Flak Cannon
ACS: None

Description:
An Unreal Tournament-inspired flak cannon. It fires a hitscan attack similar to the super shotgun, with an additional random spread of rebounding flak projectiles. With some skill, this allows you to damage enemies around corners!

Sprites

Video
https://youtu.be/9VYaEcq8vTs

Download
http://www.teamouse.net/games/doom/FlakCannon.wad

---

Originally made for my first Doom experiment-turned-episode Vulkan. After I released the mod, Mr. Guncaster himself spontaneously offered a redraw of the sprite, and this is the version in the WAD! Both black-glove and Doom-glove variants are included - to use black fingerless gloves, move the six FKGN sprites in XTRASTRT/XTRAEND between the SS markers and delete the six frames that they duplicate.")*

 Well, the ACS autoaim for the projectiles, unfortunately, doesn't work very well. It doesn't calculate the "base" angle of the projectiles correctly. I recollect somebody posted an ACS autoaiming railgun on the forums here using that same ACS script, and that also had angle calculation problems. (I can't find the exact thread I'm remembering, unfortunately.) So, I wouldn't consider that ACS script a viable solution--not in its current state. Personally, I'd say we can live without autoaim, as much as it breaks my keyboard-using heart. If a better solution presents itself later, we can always update it.

Just for giggles, though, can I see the version you made with a "middleman" projectile?

Also, the gun consumes a point of ammo and produces a light when the gun is "used" from the console to "equip" it. It's calling an attack action you probably don't want it to.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy85MDktc3VibWlzc2lvbi1mbGFrLWNhbm5vbj9zdGFydD0xMA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

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   9 years 4 months ago [\#5679](#5679) by BadMojo  Replied by *BadMojo* on topic *[\[SUBMISSION\] Flak Cannon](https://www.realm667.com/forum/closed-submissions/909-submission-flak-cannon?start=10#5679 "Information:

Name: Flak Cannon
Class: 5
Type: Hitscan/Projectile
Palette: Doom
Summon: FlakCannon
Ammo Type: Custom type - FlakAmmo
Powered Mode: No
Added States: No (but uses SSG damage type if you want to use it with Brutal)

Credits:
Submitted: DavidN
Decorate: DavidN
GLDefs: DavidN
Sounds: id Software, DavidN
Sprites: DavidN, PillowBlaster
Idea Base: Unreal Tournament's Flak Cannon
ACS: None

Description:
An Unreal Tournament-inspired flak cannon. It fires a hitscan attack similar to the super shotgun, with an additional random spread of rebounding flak projectiles. With some skill, this allows you to damage enemies around corners!

Sprites

Video
https://youtu.be/9VYaEcq8vTs

Download
http://www.teamouse.net/games/doom/FlakCannon.wad

---

Originally made for my first Doom experiment-turned-episode Vulkan. After I released the mod, Mr. Guncaster himself spontaneously offered a redraw of the sprite, and this is the version in the WAD! Both black-glove and Doom-glove variants are included - to use black fingerless gloves, move the six FKGN sprites in XTRASTRT/XTRAEND between the SS markers and delete the six frames that they duplicate.")*

 @MagicWazard Your probably thinking about my EMS Rifle submission, its the script from that. Also, theres an A_FireBullets in weapon select... I left it in there by accident when implementing the acs, its not there in the non-autoaim version.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy85MDktc3VibWlzc2lvbi1mbGFrLWNhbm5vbj9zdGFydD0xMA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

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   9 years 4 months ago [\#5684](#5684) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\] Flak Cannon](https://www.realm667.com/forum/closed-submissions/909-submission-flak-cannon?start=10#5684 "Information:

Name: Flak Cannon
Class: 5
Type: Hitscan/Projectile
Palette: Doom
Summon: FlakCannon
Ammo Type: Custom type - FlakAmmo
Powered Mode: No
Added States: No (but uses SSG damage type if you want to use it with Brutal)

Credits:
Submitted: DavidN
Decorate: DavidN
GLDefs: DavidN
Sounds: id Software, DavidN
Sprites: DavidN, PillowBlaster
Idea Base: Unreal Tournament's Flak Cannon
ACS: None

Description:
An Unreal Tournament-inspired flak cannon. It fires a hitscan attack similar to the super shotgun, with an additional random spread of rebounding flak projectiles. With some skill, this allows you to damage enemies around corners!

Sprites

Video
https://youtu.be/9VYaEcq8vTs

Download
http://www.teamouse.net/games/doom/FlakCannon.wad

---

Originally made for my first Doom experiment-turned-episode Vulkan. After I released the mod, Mr. Guncaster himself spontaneously offered a redraw of the sprite, and this is the version in the WAD! Both black-glove and Doom-glove variants are included - to use black fingerless gloves, move the six FKGN sprites in XTRASTRT/XTRAEND between the SS markers and delete the six frames that they duplicate.")*

> BadMojo wrote: @MagicWazard Your probably thinking about my EMS Rifle submission, its the script from that. Also, theres an A\_FireBullets in weapon select... I left it in there by accident when implementing the acs, its not there in the non-autoaim version.

Yeah, that's where I saw it used. Thanks!

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   9 years 4 months ago [\#5722](#5722) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[SUBMISSION\] Flak Cannon](https://www.realm667.com/forum/closed-submissions/909-submission-flak-cannon?start=10#5722 "Information:

Name: Flak Cannon
Class: 5
Type: Hitscan/Projectile
Palette: Doom
Summon: FlakCannon
Ammo Type: Custom type - FlakAmmo
Powered Mode: No
Added States: No (but uses SSG damage type if you want to use it with Brutal)

Credits:
Submitted: DavidN
Decorate: DavidN
GLDefs: DavidN
Sounds: id Software, DavidN
Sprites: DavidN, PillowBlaster
Idea Base: Unreal Tournament's Flak Cannon
ACS: None

Description:
An Unreal Tournament-inspired flak cannon. It fires a hitscan attack similar to the super shotgun, with an additional random spread of rebounding flak projectiles. With some skill, this allows you to damage enemies around corners!

Sprites

Video
https://youtu.be/9VYaEcq8vTs

Download
http://www.teamouse.net/games/doom/FlakCannon.wad

---

Originally made for my first Doom experiment-turned-episode Vulkan. After I released the mod, Mr. Guncaster himself spontaneously offered a redraw of the sprite, and this is the version in the WAD! Both black-glove and Doom-glove variants are included - to use black fingerless gloves, move the six FKGN sprites in XTRASTRT/XTRAEND between the SS markers and delete the six frames that they duplicate.")*

 I took a stab at trying to solve the autoaim problem, and with a bit for ZScript magic, I think I've managed it:

####  Attachment not found

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   9 years 4 months ago [\#5726](#5726) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\] Flak Cannon](https://www.realm667.com/forum/closed-submissions/909-submission-flak-cannon?start=10#5726 "Information:

Name: Flak Cannon
Class: 5
Type: Hitscan/Projectile
Palette: Doom
Summon: FlakCannon
Ammo Type: Custom type - FlakAmmo
Powered Mode: No
Added States: No (but uses SSG damage type if you want to use it with Brutal)

Credits:
Submitted: DavidN
Decorate: DavidN
GLDefs: DavidN
Sounds: id Software, DavidN
Sprites: DavidN, PillowBlaster
Idea Base: Unreal Tournament's Flak Cannon
ACS: None

Description:
An Unreal Tournament-inspired flak cannon. It fires a hitscan attack similar to the super shotgun, with an additional random spread of rebounding flak projectiles. With some skill, this allows you to damage enemies around corners!

Sprites

Video
https://youtu.be/9VYaEcq8vTs

Download
http://www.teamouse.net/games/doom/FlakCannon.wad

---

Originally made for my first Doom experiment-turned-episode Vulkan. After I released the mod, Mr. Guncaster himself spontaneously offered a redraw of the sprite, and this is the version in the WAD! Both black-glove and Doom-glove variants are included - to use black fingerless gloves, move the six FKGN sprites in XTRASTRT/XTRAEND between the SS markers and delete the six frames that they duplicate.")*

> Blue Shadow wrote: I took a stab at trying to solve the autoaim problem, and with a bit for ZScript magic, I think I've managed it:
>
> ####  Attachment not found

By gum, I believe you've pulled it off! ![:D](https://www.realm667.com/bigsmile.gif ":D")

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