Begin work on Sniper Rifle and Rocket Launcher (animations are in, but they're not functional).

Tweaked weapon offsets yet again so they look a bit nicer (especially scale-wise).
This commit is contained in:
Marisa the Magician 2018-05-28 20:55:13 +02:00
commit ee827408b1
11 changed files with 662 additions and 7 deletions

View file

@ -45,3 +45,215 @@ Model "UTRocketLauncher"
FrameIndex EBLP B 1 0 FrameIndex EBLP B 1 0
} }
Model "UTRocketLauncher"
{
Path "models"
Model 0 "Eightm_d.3d"
SurfaceSkin 0 0 "Eight_t1.png"
SurfaceSkin 0 1 "Eight_t2.png"
SurfaceSkin 0 2 "Eight_t3.png"
SurfaceSkin 0 3 "Eight_t4.png"
SurfaceSkin 0 4 "miniammoledbase.png"
Scale -0.24 0.12 0.24
Offset 2.0 -11.0 -9.5
AngleOffset 90
// Select
FrameIndex EBLS A 0 0
FrameIndex EBLS B 0 1
FrameIndex EBLS C 0 2
FrameIndex EBLS D 0 3
FrameIndex EBLS E 0 4
FrameIndex EBLS F 0 5
FrameIndex EBLS G 0 6
FrameIndex EBLS H 0 7
FrameIndex EBLS I 0 8
FrameIndex EBLS J 0 9
FrameIndex EBLS K 0 10
FrameIndex EBLS L 0 11
FrameIndex EBLS M 0 12
FrameIndex EBLS N 0 13
FrameIndex EBLS O 0 14
FrameIndex EBLS P 0 15
FrameIndex EBLS Q 0 16
FrameIndex EBLS R 0 17
FrameIndex EBLS S 0 18
FrameIndex EBLS T 0 19
// Idle
FrameIndex EBLI A 0 19
// Fire 1
FrameIndex EBF1 A 0 20
FrameIndex EBF1 B 0 21
FrameIndex EBF1 C 0 22
FrameIndex EBF1 D 0 23
FrameIndex EBF1 E 0 24
FrameIndex EBF1 F 0 25
FrameIndex EBF1 G 0 26
FrameIndex EBF1 H 0 27
// Fire 2
FrameIndex EBF2 A 0 49
FrameIndex EBF2 B 0 50
FrameIndex EBF2 C 0 51
FrameIndex EBF2 D 0 52
FrameIndex EBF2 E 0 53
FrameIndex EBF2 F 0 54
FrameIndex EBF2 G 0 55
FrameIndex EBF2 H 0 56
FrameIndex EBF2 I 0 57
FrameIndex EBF2 J 0 58
FrameIndex EBF2 K 0 59
// Fire 3
FrameIndex EBF3 A 0 74
FrameIndex EBF3 B 0 75
FrameIndex EBF3 C 0 76
FrameIndex EBF3 D 0 77
FrameIndex EBF3 E 0 78
FrameIndex EBF3 F 0 79
FrameIndex EBF3 G 0 80
FrameIndex EBF3 H 0 81
FrameIndex EBF3 I 0 82
FrameIndex EBF3 J 0 83
// Fire 4
FrameIndex EBF4 A 0 98
FrameIndex EBF4 B 0 99
FrameIndex EBF4 C 0 100
FrameIndex EBF4 D 0 101
FrameIndex EBF4 E 0 102
FrameIndex EBF4 F 0 103
FrameIndex EBF4 G 0 104
FrameIndex EBF4 H 0 105
FrameIndex EBF4 I 0 106
FrameIndex EBF4 J 0 107
FrameIndex EBF4 K 0 108
// Fire 5
FrameIndex EBF5 A 0 116
FrameIndex EBF5 B 0 117
FrameIndex EBF5 C 0 118
FrameIndex EBF5 D 0 119
FrameIndex EBF5 E 0 120
FrameIndex EBF5 F 0 121
FrameIndex EBF5 G 0 122
FrameIndex EBF5 H 0 123
FrameIndex EBF5 I 0 124
FrameIndex EBF5 J 0 125
FrameIndex EBF5 K 0 126
FrameIndex EBF5 L 0 127
FrameIndex EBF5 M 0 128
// Fire 6
FrameIndex EBF6 A 0 130
FrameIndex EBF6 B 0 131
FrameIndex EBF6 C 0 132
FrameIndex EBF6 D 0 133
FrameIndex EBF6 E 0 134
FrameIndex EBF6 F 0 135
FrameIndex EBF6 G 0 136
FrameIndex EBF6 H 0 137
FrameIndex EBF6 I 0 138
FrameIndex EBF6 J 0 139
FrameIndex EBF6 K 0 140
FrameIndex EBF6 L 0 141
FrameIndex EBF6 M 0 142
FrameIndex EBF6 N 0 143
FrameIndex EBF6 O 0 144
FrameIndex EBF6 P 0 145
// Rotate 1
FrameIndex EBR1 A 0 35
FrameIndex EBR1 B 0 36
FrameIndex EBR1 C 0 37
FrameIndex EBR1 D 0 38
FrameIndex EBR1 E 0 39
FrameIndex EBR1 F 0 40
FrameIndex EBR1 G 0 41
// Rotate 2
FrameIndex EBR2 A 0 60
FrameIndex EBR2 B 0 61
FrameIndex EBR2 C 0 62
FrameIndex EBR2 D 0 63
FrameIndex EBR2 E 0 64
FrameIndex EBR2 F 0 65
FrameIndex EBR2 G 0 66
// Rotate 3
FrameIndex EBR3 A 0 84
FrameIndex EBR3 B 0 85
FrameIndex EBR3 C 0 86
FrameIndex EBR3 D 0 87
FrameIndex EBR3 E 0 88
FrameIndex EBR3 F 0 89
FrameIndex EBR3 G 0 90
// Rotate 4
FrameIndex EBR4 A 0 109
FrameIndex EBR4 B 0 110
FrameIndex EBR4 C 0 111
FrameIndex EBR4 D 0 112
FrameIndex EBR4 E 0 113
FrameIndex EBR4 F 0 114
FrameIndex EBR4 G 0 115
// Rotate 5
FrameIndex EBR5 A 0 164
FrameIndex EBR5 B 0 165
FrameIndex EBR5 C 0 166
FrameIndex EBR5 D 0 167
FrameIndex EBR5 E 0 168
FrameIndex EBR5 F 0 169
FrameIndex EBR5 G 0 170
// Load 1
FrameIndex EBL1 A 0 28
FrameIndex EBL1 B 0 29
FrameIndex EBL1 C 0 30
FrameIndex EBL1 D 0 31
FrameIndex EBL1 E 0 32
FrameIndex EBL1 F 0 33
FrameIndex EBL1 G 0 34
// Load 2
FrameIndex EBL2 A 0 42
FrameIndex EBL2 B 0 43
FrameIndex EBL2 C 0 44
FrameIndex EBL2 D 0 45
FrameIndex EBL2 E 0 46
FrameIndex EBL2 F 0 47
FrameIndex EBL2 G 0 48
// Load 3
FrameIndex EBL3 A 0 67
FrameIndex EBL3 B 0 68
FrameIndex EBL3 C 0 69
FrameIndex EBL3 D 0 70
FrameIndex EBL3 E 0 71
FrameIndex EBL3 F 0 72
FrameIndex EBL3 G 0 73
// Load 4
FrameIndex EBL4 A 0 91
FrameIndex EBL4 B 0 92
FrameIndex EBL4 C 0 93
FrameIndex EBL4 D 0 94
FrameIndex EBL4 E 0 95
FrameIndex EBL4 F 0 96
FrameIndex EBL4 G 0 97
// Load 5
FrameIndex EBL5 A 0 157
FrameIndex EBL5 B 0 158
FrameIndex EBL5 C 0 159
FrameIndex EBL5 D 0 160
FrameIndex EBL5 E 0 161
FrameIndex EBL5 F 0 162
FrameIndex EBL5 G 0 163
// Load 6
FrameIndex EBL6 A 0 171
FrameIndex EBL6 B 0 172
FrameIndex EBL6 C 0 173
FrameIndex EBL6 D 0 174
FrameIndex EBL6 E 0 175
FrameIndex EBL6 F 0 176
// Down
FrameIndex EBLD A 0 146
FrameIndex EBLD B 0 147
FrameIndex EBLD C 0 148
FrameIndex EBLD D 0 149
FrameIndex EBLD E 0 150
FrameIndex EBLD F 0 151
FrameIndex EBLD G 0 152
FrameIndex EBLD H 0 153
FrameIndex EBLD I 0 154
FrameIndex EBLD J 0 155
FrameIndex EBLD K 0 156
}

View file

@ -262,7 +262,7 @@ Model "BioRifle"
AngleOffset 94.21875 AngleOffset 94.21875
RollOffset 8.4375 RollOffset 8.4375
Scale 0.125 -0.06 0.125 Scale 0.125 -0.06 0.125
Offset 9.8 -17.6 -9.4 Offset 10.1 -17.8 -9.8
// select // select
FrameIndex BIOS A 0 0 FrameIndex BIOS A 0 0

View file

@ -43,3 +43,101 @@ Model "SniperRifle"
FrameIndex SRFP B 1 0 FrameIndex SRFP B 1 0
} }
Model "SniperRifle"
{
Path "models"
Model 0 "Rifle2m_d.3d"
SurfaceSkin 0 0 "Rifle2a.png"
SurfaceSkin 0 1 "Rifle2b.png"
SurfaceSkin 0 2 "Rifle2c.png"
SurfaceSkin 0 3 "Rifle2d.png"
Scale 0.32 -0.16 0.32
Offset 7.5 -23.0 -7.0
AngleOffset 90
PitchOffset -5 // doesn't look right otherwise
// Select
FrameIndex SRFS A 0 0
FrameIndex SRFS B 0 1
FrameIndex SRFS C 0 2
FrameIndex SRFS D 0 3
FrameIndex SRFS E 0 4
FrameIndex SRFS F 0 5
FrameIndex SRFS G 0 6
FrameIndex SRFS H 0 7
FrameIndex SRFS I 0 8
FrameIndex SRFS J 0 9
FrameIndex SRFS K 0 10
FrameIndex SRFS L 0 11
FrameIndex SRFS M 0 12
FrameIndex SRFS N 0 13
FrameIndex SRFS O 0 14
FrameIndex SRFS P 0 15
FrameIndex SRFS Q 0 16
// Idle
FrameIndex SRFI A 0 17
// Fire 1
FrameIndex SRF1 A 0 17
FrameIndex SRF1 B 0 18
FrameIndex SRF1 C 0 19
FrameIndex SRF1 D 0 20
FrameIndex SRF1 E 0 21
FrameIndex SRF1 F 0 22
FrameIndex SRF1 G 0 23
FrameIndex SRF1 H 0 24
FrameIndex SRF1 I 0 25
FrameIndex SRF1 J 0 26
// Fire 2
FrameIndex SRF2 A 0 27
FrameIndex SRF2 B 0 28
FrameIndex SRF2 C 0 29
FrameIndex SRF2 D 0 30
FrameIndex SRF2 E 0 31
FrameIndex SRF2 F 0 32
FrameIndex SRF2 G 0 33
FrameIndex SRF2 H 0 34
FrameIndex SRF2 I 0 35
FrameIndex SRF2 J 0 36
// Fire 3
FrameIndex SRF3 A 0 37
FrameIndex SRF3 B 0 38
FrameIndex SRF3 C 0 39
FrameIndex SRF3 D 0 40
FrameIndex SRF3 E 0 41
FrameIndex SRF3 F 0 42
FrameIndex SRF3 G 0 43
FrameIndex SRF3 H 0 44
FrameIndex SRF3 I 0 45
FrameIndex SRF3 J 0 46
// Fire 4
FrameIndex SRF4 A 0 47
FrameIndex SRF4 B 0 48
FrameIndex SRF4 C 0 49
FrameIndex SRF4 D 0 50
FrameIndex SRF4 E 0 51
FrameIndex SRF4 F 0 52
FrameIndex SRF4 G 0 53
FrameIndex SRF4 H 0 54
FrameIndex SRF4 I 0 55
FrameIndex SRF4 J 0 56
// Fire 5
FrameIndex SRF5 A 0 57
FrameIndex SRF5 B 0 58
FrameIndex SRF5 C 0 59
FrameIndex SRF5 D 0 60
FrameIndex SRF5 E 0 61
FrameIndex SRF5 F 0 62
FrameIndex SRF5 G 0 63
FrameIndex SRF5 H 0 64
FrameIndex SRF5 I 0 65
FrameIndex SRF5 J 0 66
// Down
FrameIndex SRFD A 0 67
FrameIndex SRFD B 0 68
FrameIndex SRFD C 0 69
FrameIndex SRFD D 0 70
FrameIndex SRFD E 0 71
FrameIndex SRFD F 0 72
FrameIndex SRFD G 0 73
}

View file

@ -80,11 +80,11 @@ Model "WarheadLauncher"
SurfaceSkin 0 1 "jwarhead2.png" SurfaceSkin 0 1 "jwarhead2.png"
SurfaceSkin 0 2 "jwarhead3.png" SurfaceSkin 0 2 "jwarhead3.png"
SurfaceSkin 0 3 "jwarhead4.png" SurfaceSkin 0 3 "jwarhead4.png"
Scale 0.2 -0.12 0.2 Scale 0.2 -0.1 0.2
AngleOffset 90 AngleOffset 90
PitchOffset 33.5 PitchOffset 35.0
RollOffset -87.1875 RollOffset -85.0
Offset 6.2 -15.6 -6.2 Offset 5.8 -13.6 -5.2
// select // select
FrameIndex WARS A 0 0 FrameIndex WARS A 0 0

BIN
models/MuzzleFlash2.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 22 KiB

View file

@ -202,6 +202,19 @@ $random flak/bounce { flak/bounce1 flak/bounce2 flak/bounce3 }
$limit flak/bounce 64 $limit flak/bounce 64
flak/explode expl04 flak/explode expl04
utrl/select selectin
utrl/rotate barrelmv
utrl/load loading
utrl/fire ignite
utrl/altfire eightalt
utrl/seeklock seeklock
utrl/seeklost seeklost
utrl/fly rcktfly1
utrl/explode expl2
sniper/select riflepck
sniper/fire sniperf
warhead/explode warexplo warhead/explode warexplo
warhead/fly warfly warhead/fly warfly
warhead/select warhpick warhead/select warhpick

BIN
sounds/BarrelMv.ogg Normal file

Binary file not shown.

View file

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View file

@ -2,3 +2,78 @@ Sprite "SBOXA0",1,1{}
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View file

@ -38,11 +38,13 @@ Class UTRocketAmmo2 : UTRocketAmmo
Class UTRocketLauncher : UTWeapon Class UTRocketLauncher : UTWeapon
{ {
int loaded;
Default Default
{ {
Tag "Rocket Launcher"; Tag "Rocket Launcher";
Inventory.PickupMessage "You got the Rocket Launcher."; Inventory.PickupMessage "You got the Rocket Launcher.";
Weapon.UpSound ""; Weapon.UpSound "utrl/select";
Weapon.SlotNumber 9; Weapon.SlotNumber 9;
Weapon.SelectionOrder 1; Weapon.SelectionOrder 1;
Weapon.AmmoType "UTRocketAmmo"; Weapon.AmmoType "UTRocketAmmo";
@ -58,5 +60,40 @@ Class UTRocketLauncher : UTWeapon
Stop; Stop;
EBLP B -1; EBLP B -1;
Stop; Stop;
Select:
EBLS A 1 A_Raise(int.max);
Wait;
Ready:
EBLS ABCDEFGHIJKLMNOPQRST 1;
Idle:
EBLI A 1
{
A_CheckReload();
A_WeaponReady();
}
Wait;
Fire:
EBF1 ABCDEFGH 1;
EBF2 ABCDEFGHIJK 1;
EBF3 ABCDEFGHIJ 1;
EBF4 ABCDEFGHIJK 1;
EBF5 ABCDEFGHIJKLM 1;
EBF6 ABCDEFGHIJKLMNOP 1;
EBR1 ABCDEFG 1;
EBR2 ABCDEFG 1;
EBR3 ABCDEFG 1;
EBR4 ABCDEFG 1;
EBR5 ABCDEFG 1;
EBL1 ABCDEFG 1;
EBL2 ABCDEFG 1;
EBL3 ABCDEFG 1;
EBL4 ABCDEFG 1;
EBL5 ABCDEFG 1;
EBL6 ABCDEF 1;
Goto Idle;
Deselect:
EBLD ABCDEFGHIJK 1;
EBLD K 1 A_Lower(int.max);
Wait;
} }
} }

View file

@ -41,7 +41,7 @@ Class SniperRifle : UTWeapon
{ {
Tag "Sniper Rifle"; Tag "Sniper Rifle";
Inventory.PickupMessage "You got the Sniper Rifle."; Inventory.PickupMessage "You got the Sniper Rifle.";
Weapon.UpSound ""; Weapon.UpSound "sniper/select";
Weapon.SlotNumber 0; Weapon.SlotNumber 0;
Weapon.SelectionOrder 5; Weapon.SelectionOrder 5;
Weapon.AmmoType "RifleAmmo"; Weapon.AmmoType "RifleAmmo";
@ -57,5 +57,48 @@ Class SniperRifle : UTWeapon
Stop; Stop;
SRFP B -1; SRFP B -1;
Stop; Stop;
Select:
SRFS A 1 A_Raise(int.max);
Wait;
Ready:
SRFS A 1;
SRFS B 2;
SRFS C 1;
SRFS D 2;
SRFS E 1;
SRFS F 2;
SRFS G 1;
SRFS H 2;
SRFS I 1;
SRFS J 2;
SRFS K 1;
SRFS L 2;
SRFS M 1;
SRFS N 2;
SRFS O 1;
SRFS P 2;
SRFS Q 1;
Idle:
SRFI A 1
{
A_CheckReload();
A_WeaponReady();
}
Wait;
Fire:
SRF1 ABCDEFGHIJ 2;
Goto Idle;
SRF2 ABCDEFGHIJ 2;
Goto Idle;
SRF3 ABCDEFGHIJ 2;
Goto Idle;
SRF4 ABCDEFGHIJ 2;
Goto Idle;
SRF5 ABCDEFGHIJ 2;
Goto Idle;
Deselect:
SRFD ABCDEFG 2;
SRFD G 1 A_Lower(int.max);
Wait;
} }
} }