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

##

- **Dreadopp**
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   8 years 10 months ago [\#6534](#6534) by Dreadopp  Replied by *Dreadopp* on topic *[\[SUBMISSION\] Bayonet Rifle](https://www.realm667.com/forum/closed-submissions/935-bayonet-rifle?start=10#6534 "Info:

Name: Bayonet Rifle
Class: 2
Type: Hitscan/Melee Charge
Palette: Custom
Summon: BayonetRifle
Ammo Type: Clip
Altfire: Yes
Powered Mode: No
Added States: No

Credits:

Submitted: Quantum_Dranger
Decorate: Quantum_Dranger
GLDefs: None
Sounds: Freesound.org, SoundBible
Sprites: Id Software
Sprite Edit: None
Idea Base: Id Software
ACS: None

Images:

http://imgur.com/U2Lqnfk

http://imgur.com/EyNwKLk

Download:

http://www.m*diafire.com/file/4dm6ofcqz116rod/BayonetRifle.zip")*

 I downloaded it with the link on the first post but it looks the same as the one I already had. Does it need a reupload?

For the muzzle flashes, I was thinking it might actually be good to use them if they are there. They would make the firing sequence a little more interesting overall.

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- **Quantum\_Dranger**
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   8 years 9 months ago [\#6554](#6554) by Quantum\_Dranger  Replied by *Quantum\_Dranger* on topic *[\[SUBMISSION\] Bayonet Rifle](https://www.realm667.com/forum/closed-submissions/935-bayonet-rifle?start=10#6554 "Info:

Name: Bayonet Rifle
Class: 2
Type: Hitscan/Melee Charge
Palette: Custom
Summon: BayonetRifle
Ammo Type: Clip
Altfire: Yes
Powered Mode: No
Added States: No

Credits:

Submitted: Quantum_Dranger
Decorate: Quantum_Dranger
GLDefs: None
Sounds: Freesound.org, SoundBible
Sprites: Id Software
Sprite Edit: None
Idea Base: Id Software
ACS: None

Images:

http://imgur.com/U2Lqnfk

http://imgur.com/EyNwKLk

Download:

http://www.m*diafire.com/file/4dm6ofcqz116rod/BayonetRifle.zip")*

 I reuploaded it. Hope it works now.

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- **Quantum\_Dranger**
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   8 years 8 months ago [\#6650](#6650) by Quantum\_Dranger  Replied by *Quantum\_Dranger* on topic *[\[SUBMISSION\] Bayonet Rifle](https://www.realm667.com/forum/closed-submissions/935-bayonet-rifle?start=10#6650 "Info:

Name: Bayonet Rifle
Class: 2
Type: Hitscan/Melee Charge
Palette: Custom
Summon: BayonetRifle
Ammo Type: Clip
Altfire: Yes
Powered Mode: No
Added States: No

Credits:

Submitted: Quantum_Dranger
Decorate: Quantum_Dranger
GLDefs: None
Sounds: Freesound.org, SoundBible
Sprites: Id Software
Sprite Edit: None
Idea Base: Id Software
ACS: None

Images:

http://imgur.com/U2Lqnfk

http://imgur.com/EyNwKLk

Download:

http://www.m*diafire.com/file/4dm6ofcqz116rod/BayonetRifle.zip")*

 I would use the muzzle flashes though doom does not allow you to underlay flashes.

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- **MagicWazard**
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   8 years 8 months ago [\#6656](#6656) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\] Bayonet Rifle](https://www.realm667.com/forum/closed-submissions/935-bayonet-rifle?start=10#6656 "Info:

Name: Bayonet Rifle
Class: 2
Type: Hitscan/Melee Charge
Palette: Custom
Summon: BayonetRifle
Ammo Type: Clip
Altfire: Yes
Powered Mode: No
Added States: No

Credits:

Submitted: Quantum_Dranger
Decorate: Quantum_Dranger
GLDefs: None
Sounds: Freesound.org, SoundBible
Sprites: Id Software
Sprite Edit: None
Idea Base: Id Software
ACS: None

Images:

http://imgur.com/U2Lqnfk

http://imgur.com/EyNwKLk

Download:

http://www.m*diafire.com/file/4dm6ofcqz116rod/BayonetRifle.zip")*

> Quantum\_Dranger wrote: I would use the muzzle flashes though doom does not allow you to underlay flashes.

Some people get around this by putting the "flash" sprites into the **Fire** state, and the gun sprites into the **Flash** state, so that the gun sprites are drawn above the flash sprites. You'd then make the sprites in the **Fire** state *Bright* instead of the ones in the **Flash** state. I don't think there are any particular downsides to doing it this way as long as everything works visually.

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- **Quantum\_Dranger**
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   8 years 8 months ago [\#6663](#6663) by Quantum\_Dranger  Replied by *Quantum\_Dranger* on topic *[\[SUBMISSION\] Bayonet Rifle](https://www.realm667.com/forum/closed-submissions/935-bayonet-rifle?start=10#6663 "Info:

Name: Bayonet Rifle
Class: 2
Type: Hitscan/Melee Charge
Palette: Custom
Summon: BayonetRifle
Ammo Type: Clip
Altfire: Yes
Powered Mode: No
Added States: No

Credits:

Submitted: Quantum_Dranger
Decorate: Quantum_Dranger
GLDefs: None
Sounds: Freesound.org, SoundBible
Sprites: Id Software
Sprite Edit: None
Idea Base: Id Software
ACS: None

Images:

http://imgur.com/U2Lqnfk

http://imgur.com/EyNwKLk

Download:

http://www.m*diafire.com/file/4dm6ofcqz116rod/BayonetRifle.zip")*

 http://www.m*diafire.com/file/4dm6ofcqz116rod/BayonetRifle.zip

Wait, I remembered the A_Overlay command. here is a version with flash.

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- **MagicWazard**
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   8 years 8 months ago [\#6684](#6684) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\] Bayonet Rifle](https://www.realm667.com/forum/closed-submissions/935-bayonet-rifle?start=10#6684 "Info:

Name: Bayonet Rifle
Class: 2
Type: Hitscan/Melee Charge
Palette: Custom
Summon: BayonetRifle
Ammo Type: Clip
Altfire: Yes
Powered Mode: No
Added States: No

Credits:

Submitted: Quantum_Dranger
Decorate: Quantum_Dranger
GLDefs: None
Sounds: Freesound.org, SoundBible
Sprites: Id Software
Sprite Edit: None
Idea Base: Id Software
ACS: None

Images:

http://imgur.com/U2Lqnfk

http://imgur.com/EyNwKLk

Download:

http://www.m*diafire.com/file/4dm6ofcqz116rod/BayonetRifle.zip")*

> Quantum\_Dranger wrote: http://www.m\*diafire.com/file/4dm6ofcqz116rod/BayonetRifle.zip
>
> Wait, I remembered the A\_Overlay command. here is a version with flash.

I don't think I've even **heard** of A_Overlay! Yeah, that seems like a much better idea.

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- **Quantum\_Dranger**
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   8 years 1 month ago [\#7030](#7030) by Quantum\_Dranger  Replied by *Quantum\_Dranger* on topic *[\[SUBMISSION\] Bayonet Rifle](https://www.realm667.com/forum/closed-submissions/935-bayonet-rifle?start=10#7030 "Info:

Name: Bayonet Rifle
Class: 2
Type: Hitscan/Melee Charge
Palette: Custom
Summon: BayonetRifle
Ammo Type: Clip
Altfire: Yes
Powered Mode: No
Added States: No

Credits:

Submitted: Quantum_Dranger
Decorate: Quantum_Dranger
GLDefs: None
Sounds: Freesound.org, SoundBible
Sprites: Id Software
Sprite Edit: None
Idea Base: Id Software
ACS: None

Images:

http://imgur.com/U2Lqnfk

http://imgur.com/EyNwKLk

Download:

http://www.m*diafire.com/file/4dm6ofcqz116rod/BayonetRifle.zip")*

 Having implemented all suggestions, is this ready to be put into the armory?

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   8 years 1 month ago [\#7045](#7045) by Blue Shadow  Replied by *Blue Shadow* on topic *[Bayonet Rifle](https://www.realm667.com/forum/closed-submissions/935-bayonet-rifle?start=10#7045 "Info:

Name: Bayonet Rifle
Class: 2
Type: Hitscan/Melee Charge
Palette: Custom
Summon: BayonetRifle
Ammo Type: Clip
Altfire: Yes
Powered Mode: No
Added States: No

Credits:

Submitted: Quantum_Dranger
Decorate: Quantum_Dranger
GLDefs: None
Sounds: Freesound.org, SoundBible
Sprites: Id Software
Sprite Edit: None
Idea Base: Id Software
ACS: None

Images:

http://imgur.com/U2Lqnfk

http://imgur.com/EyNwKLk

Download:

http://www.m*diafire.com/file/4dm6ofcqz116rod/BayonetRifle.zip")*

- Remove the "was" from the obituary message. With that, the message should be: "%o met the end of a bayonet".
- It's better if the Ready state lasted 1 tic instead of 2, as that would make the weapon as responsive as possible, and its bobbing as smooth as possible, too. Code:

    Ready: PBAY A 2 A_WeaponReady // &lt;--- Should last 1 tic. Loop

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   8 years 1 month ago [\#7058](#7058) by Quantum\_Dranger  Replied by *Quantum\_Dranger* on topic *[Bayonet Rifle](https://www.realm667.com/forum/closed-submissions/935-bayonet-rifle?start=10#7058 "Info:

Name: Bayonet Rifle
Class: 2
Type: Hitscan/Melee Charge
Palette: Custom
Summon: BayonetRifle
Ammo Type: Clip
Altfire: Yes
Powered Mode: No
Added States: No

Credits:

Submitted: Quantum_Dranger
Decorate: Quantum_Dranger
GLDefs: None
Sounds: Freesound.org, SoundBible
Sprites: Id Software
Sprite Edit: None
Idea Base: Id Software
ACS: None

Images:

http://imgur.com/U2Lqnfk

http://imgur.com/EyNwKLk

Download:

http://www.m*diafire.com/file/4dm6ofcqz116rod/BayonetRifle.zip")*

 Fixed the typo and made the ready state smoother.

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   8 years 1 month ago [\#7060](#7060) by Blue Shadow  Replied by *Blue Shadow* on topic *[Bayonet Rifle](https://www.realm667.com/forum/closed-submissions/935-bayonet-rifle?start=10#7060 "Info:

Name: Bayonet Rifle
Class: 2
Type: Hitscan/Melee Charge
Palette: Custom
Summon: BayonetRifle
Ammo Type: Clip
Altfire: Yes
Powered Mode: No
Added States: No

Credits:

Submitted: Quantum_Dranger
Decorate: Quantum_Dranger
GLDefs: None
Sounds: Freesound.org, SoundBible
Sprites: Id Software
Sprite Edit: None
Idea Base: Id Software
ACS: None

Images:

http://imgur.com/U2Lqnfk

http://imgur.com/EyNwKLk

Download:

http://www.m*diafire.com/file/4dm6ofcqz116rod/BayonetRifle.zip")*

 [ Approved and added](https://www.realm667.com/index.php/en/armory-mainmenu-157-97317/doom-style-mainmenu-158-94349/2058-bayonet-rifle).

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