Sheen HMG progress (still not functional).
BIN
graphics/HUD/SheenBar0.png
Normal file
|
After Width: | Height: | Size: 97 B |
BIN
graphics/HUD/SheenBar1.png
Normal file
|
After Width: | Height: | Size: 95 B |
BIN
graphics/HUD/SheenBar2.png
Normal file
|
After Width: | Height: | Size: 95 B |
BIN
graphics/HUD/SheenBar3.png
Normal file
|
After Width: | Height: | Size: 96 B |
|
Before Width: | Height: | Size: 137 B After Width: | Height: | Size: 158 B |
BIN
graphics/HUD/SheenSpeed.png
Normal file
|
After Width: | Height: | Size: 90 B |
|
|
@ -1455,11 +1455,21 @@ SWWM_LORETXT_HEAVYMAHSHEENGUN =
|
|||
"\n"
|
||||
"While generally meant for mounted use, on-the-go operation is possible, provided the user is equipped with silver-rated power armor at minimum in order to handle its heavy recoil.\n"
|
||||
"\n"
|
||||
"\cfPrimary Fire:\c- 300 RPM operation. A slow spin. Sustained fire in this mode is theoretically endless, as the heat produced can be efficiently nullified by the internal cooling systems, it is therefore the recommended mode for most situations.\n"
|
||||
"The weapon is rated for three speeds:\n"
|
||||
"\n"
|
||||
"\cfSecondary Fire:\c- 700 RPM operation. Much faster spin, with moderate heat buildup. It's still possible to keep firing in this mode for about a minute or so from a cold start. If you need to deliver more pain and have the ammunition to spare, choose this.\n"
|
||||
"\cf300 RPM:\c- A slow spin. Sustained fire in this mode is theoretically endless, as the heat produced can be efficiently nullified by the internal cooling systems, it is therefore the recommended mode for most situations.\n"
|
||||
"\n"
|
||||
"\cfTertiary Fire:\c- 2100 RPM operation. Extremely fast, with the highest heat potential. Sustained fire in this mode may quickly trigger the weapon's safety lock should the rising heat get too close to non-operational temperature. If you want things dead fast and don't care about running out of ammo in a matter of seconds, do pick this.\n"
|
||||
"\cf700 RPM:\c- Much faster spin, with moderate heat buildup. It's still possible to keep firing in this mode for about a minute or so from a cold start. If you need to deliver more pain and have the ammunition to spare, choose this.\n"
|
||||
"\n"
|
||||
"\cf2100 RPM:\c- Extremely fast, with the highest heat potential. Sustained fire in this mode may quickly trigger the weapon's safety lock should the rising heat get too close to non-operational temperature. If you want things dead fast and don't care about running out of ammo in a matter of seconds, do pick this.\n"
|
||||
"\n"
|
||||
"By default, the safest firing speed is active. Other speeds can be selected by pulling or pushing on the trigger handle (note that the handle is locked in place while firing, so speed can't be changed on the fly).\n"
|
||||
"\n"
|
||||
"\cfPrimary Fire:\c- Fire at the selected speed. There is no wind up or wind down in this weapon's operation, so it will begin firing from the moment the trigger is squeezed, and immediately stop once it's released.\n"
|
||||
"\n"
|
||||
"\cfSecondary Fire:\c- Push the trigger handle to increase the firing speed.\n"
|
||||
"\n"
|
||||
"\cfTertiary Fire:\c- Pull the trigger handle to decrease the firing speed.\n"
|
||||
"\n"
|
||||
"\cfReloading:\c- There is absolutely no need whatsoever to reload this weapon, as it feeds directly off Hammerspace, requiring only a large supply of ammunition. Hammerspace containers will automatically link all necessary rounds for tethered feeding.\n"
|
||||
"\n"
|
||||
|
|
|
|||
|
|
@ -1346,11 +1346,21 @@ SWWM_LORETXT_HEAVYMAHSHEENGUN =
|
|||
"\n"
|
||||
"Aunque generalmente ideada para el uso montado, la operación al paso es posible, siempre y cuando el usuario tenga una servoarmadura de grado plata como mínimo para manejar el potente retroceso.\n"
|
||||
"\n"
|
||||
"\cfFuego Primario:\c- Operación a 300 RPM. Velocidad lenta. El fuego prolongado en este modo es en teoría infinito, ya que el calor producido puede ser anulado eficientemente por los sistemas de refrigeración internos, es entonces el modo recomendado para la mayoría de situaciones.\n"
|
||||
"El arma está preparada para tres velocidades:\n"
|
||||
"\n"
|
||||
"\cfFuego Secundario:\c- Operación a 700 RPM. Mayor velocidad, con calentamiento moderado. Aun es posible el fuego continuado en este modo, durante al menos un minuto aproximadamente desde un inicio en frío. Si necesitas repartir más dolor y tienes munición de sobra, usa esto.\n"
|
||||
"\cf300 RPM:\c- Velocidad lenta. El fuego prolongado en este modo es en teoría infinito, ya que el calor producido puede ser anulado eficientemente por los sistemas de refrigeración internos, es entonces el modo recomendado para la mayoría de situaciones.\n"
|
||||
"\n"
|
||||
"\cfFuego Terciario:\c- Operación a 2100 RPM. Extremadamente rápido, con el mayor potencial de calor. El fuego prolongado en este modo puede activar rápidamente el bloqueo de seguridad del arma si el aumento de temperatura se acerca a niveles no operacionales. Si tienes prisa por matar y no te importa quedarte sin munición en pocos segundos, entonces elige esto.\n"
|
||||
"\cf700 RPM:\c- Mayor velocidad, con calentamiento moderado. Aun es posible el fuego continuado en este modo, durante al menos un minuto aproximadamente desde un inicio en frío. Si necesitas repartir más dolor y tienes munición de sobra, usa esto.\n"
|
||||
"\n"
|
||||
"\cf2100 RPM:\c- Extremadamente rápido, con el mayor potencial de calor. El fuego prolongado en este modo puede activar rápidamente el bloqueo de seguridad del arma si el aumento de temperatura se acerca a niveles no operacionales. Si tienes prisa por matar y no te importa quedarte sin munición en pocos segundos, entonces elige esto.\n"
|
||||
"\n"
|
||||
"La velocidad más segura viene seleccionada por defecto. Otras velocidades pueden seleccionarse al empujar o tirar del mango de disparo (ten en cuenta que el mango queda bloqueado mientras se dispara, así que no se puede cambiar la velocidad sobre la marcha).\n"
|
||||
"\n"
|
||||
"\cfFuego Primario:\c- Dispara con la velocidad seleccionada. El mecanismo del arma arranca y se detiene en seco, así que comenzará a disparar en cuanto se aprieta el gatillo, y parará inmediatamente despues de soltarlo.\n"
|
||||
"\n"
|
||||
"\cfFuego Secundario:\c- Empuja el mango para incrementar la velocidad.\n"
|
||||
"\n"
|
||||
"\cfFuego Terciario:\c- Tira del mango para reducir la velocidad.\n"
|
||||
"\n"
|
||||
"\cfRecarga:\c- No se necesita absolutamente recargar el arma, ya que se alimenta directamente desde Hammerspace, requiriendo solo un gran suministro de munición. Los contenedores de Hammerspace automáticamente conectarán todas las rondas necesarias para la alimentación enlazada.\n"
|
||||
"\n"
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
[default]
|
||||
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r193 \cu(Thu 21 Jul 13:25:16 CEST 2022)\c-";
|
||||
SWWM_SHORTVER="\cw1.3pre r193 \cu(2022-07-21 13:25:16)\c-";
|
||||
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r194 \cu(Thu 21 Jul 22:01:41 CEST 2022)\c-";
|
||||
SWWM_SHORTVER="\cw1.3pre r194 \cu(2022-07-21 22:01:41)\c-";
|
||||
|
|
|
|||
|
|
@ -18,11 +18,21 @@ The ammunition employed by this weapon are AP rounds of 14.5x114mm caliber. Unli
|
|||
|
||||
While generally meant for mounted use, on-the-go operation is possible, provided the user is equipped with silver-rated power armor at minimum in order to handle its heavy recoil.
|
||||
|
||||
\cfPrimary Fire:\c- 300 RPM operation. A slow spin. Sustained fire in this mode is theoretically endless, as the heat produced can be efficiently nullified by the internal cooling systems, it is therefore the recommended mode for most situations.
|
||||
The weapon is rated for three speeds:
|
||||
|
||||
\cfSecondary Fire:\c- 700 RPM operation. Much faster spin, with moderate heat buildup. It's still possible to keep firing in this mode for about a minute or so from a cold start. If you need to deliver more pain and have the ammunition to spare, choose this.
|
||||
\cf300 RPM:\c- A slow spin. Sustained fire in this mode is theoretically endless, as the heat produced can be efficiently nullified by the internal cooling systems, it is therefore the recommended mode for most situations.
|
||||
|
||||
\cfTertiary Fire:\c- 2100 RPM operation. Extremely fast, with the highest heat potential. Sustained fire in this mode may quickly trigger the weapon's safety lock should the rising heat get too close to non-operational temperature. If you want things dead fast and don't care about running out of ammo in a matter of seconds, do pick this.
|
||||
\cf700 RPM:\c- Much faster spin, with moderate heat buildup. It's still possible to keep firing in this mode for about a minute or so from a cold start. If you need to deliver more pain and have the ammunition to spare, choose this.
|
||||
|
||||
\cf2100 RPM:\c- Extremely fast, with the highest heat potential. Sustained fire in this mode may quickly trigger the weapon's safety lock should the rising heat get too close to non-operational temperature. If you want things dead fast and don't care about running out of ammo in a matter of seconds, do pick this.
|
||||
|
||||
By default, the safest firing speed is active. Other speeds can be selected by pulling or pushing on the trigger handle (note that the handle is locked in place while firing, so speed can't be changed on the fly).
|
||||
|
||||
\cfPrimary Fire:\c- Fire at the selected speed. There is no wind up or wind down in this weapon's operation, so it will begin firing from the moment the trigger is squeezed, and immediately stop once it's released.
|
||||
|
||||
\cfSecondary Fire:\c- Push the trigger handle to increase the firing speed.
|
||||
|
||||
\cfTertiary Fire:\c- Pull the trigger handle to decrease the firing speed.
|
||||
|
||||
\cfReloading:\c- There is absolutely no need whatsoever to reload this weapon, as it feeds directly off Hammerspace, requiring only a large supply of ammunition. Hammerspace containers will automatically link all necessary rounds for tethered feeding.
|
||||
|
||||
|
|
|
|||
|
|
@ -14,11 +14,21 @@ La munición empleada por este arma son balas anti-armadura del calibre 14.5x114
|
|||
|
||||
Aunque generalmente ideada para el uso montado, la operación al paso es posible, siempre y cuando el usuario tenga una servoarmadura de grado plata como mínimo para manejar el potente retroceso.
|
||||
|
||||
\cfFuego Primario:\c- Operación a 300 RPM. Velocidad lenta. El fuego prolongado en este modo es en teoría infinito, ya que el calor producido puede ser anulado eficientemente por los sistemas de refrigeración internos, es entonces el modo recomendado para la mayoría de situaciones.
|
||||
El arma está preparada para tres velocidades:
|
||||
|
||||
\cfFuego Secundario:\c- Operación a 700 RPM. Mayor velocidad, con calentamiento moderado. Aun es posible el fuego continuado en este modo, durante al menos un minuto aproximadamente desde un inicio en frío. Si necesitas repartir más dolor y tienes munición de sobra, usa esto.
|
||||
\cf300 RPM:\c- Velocidad lenta. El fuego prolongado en este modo es en teoría infinito, ya que el calor producido puede ser anulado eficientemente por los sistemas de refrigeración internos, es entonces el modo recomendado para la mayoría de situaciones.
|
||||
|
||||
\cfFuego Terciario:\c- Operación a 2100 RPM. Extremadamente rápido, con el mayor potencial de calor. El fuego prolongado en este modo puede activar rápidamente el bloqueo de seguridad del arma si el aumento de temperatura se acerca a niveles no operacionales. Si tienes prisa por matar y no te importa quedarte sin munición en pocos segundos, entonces elige esto.
|
||||
\cf700 RPM:\c- Mayor velocidad, con calentamiento moderado. Aun es posible el fuego continuado en este modo, durante al menos un minuto aproximadamente desde un inicio en frío. Si necesitas repartir más dolor y tienes munición de sobra, usa esto.
|
||||
|
||||
\cf2100 RPM:\c- Extremadamente rápido, con el mayor potencial de calor. El fuego prolongado en este modo puede activar rápidamente el bloqueo de seguridad del arma si el aumento de temperatura se acerca a niveles no operacionales. Si tienes prisa por matar y no te importa quedarte sin munición en pocos segundos, entonces elige esto.
|
||||
|
||||
La velocidad más segura viene seleccionada por defecto. Otras velocidades pueden seleccionarse al empujar o tirar del mango de disparo (ten en cuenta que el mango queda bloqueado mientras se dispara, así que no se puede cambiar la velocidad sobre la marcha).
|
||||
|
||||
\cfFuego Primario:\c- Dispara con la velocidad seleccionada. El mecanismo del arma arranca y se detiene en seco, así que comenzará a disparar en cuanto se aprieta el gatillo, y parará inmediatamente despues de soltarlo.
|
||||
|
||||
\cfFuego Secundario:\c- Empuja el mango para incrementar la velocidad.
|
||||
|
||||
\cfFuego Terciario:\c- Tira del mango para reducir la velocidad.
|
||||
|
||||
\cfRecarga:\c- No se necesita absolutamente recargar el arma, ya que se alimenta directamente desde Hammerspace, requiriendo solo un gran suministro de munición. Los contenedores de Hammerspace automáticamente conectarán todas las rondas necesarias para la alimentación enlazada.
|
||||
|
||||
|
|
|
|||
|
|
@ -66,11 +66,11 @@ Model "SMW05BigAmmo"
|
|||
|
||||
Model "SheenAmmo"
|
||||
{
|
||||
Path "models/extra"
|
||||
Path "models"
|
||||
|
||||
Model 0 "BaseCube_d.3d"
|
||||
Skin 0 "CHIPTILY"
|
||||
Scale 0.015 0.015 0.015
|
||||
Model 0 "SheenBullet_d.3d"
|
||||
Skin 0 "SheenBullet.png"
|
||||
Scale 0.04 0.04 0.04
|
||||
ZOffset 16
|
||||
PitchOffset 30
|
||||
ROTATING
|
||||
|
|
@ -79,65 +79,49 @@ Model "SheenAmmo"
|
|||
}
|
||||
Model "SheenAmmo2"
|
||||
{
|
||||
Path "models/extra"
|
||||
Path "models"
|
||||
|
||||
Model 0 "BaseCube_d.3d"
|
||||
Skin 0 "CHIPTILY"
|
||||
Scale 0.015 0.015 0.015
|
||||
Model 0 "SheenBullet2_d.3d"
|
||||
Skin 0 "SheenBullet.png"
|
||||
Scale 0.04 0.04 0.04
|
||||
ZOffset 16
|
||||
PitchOffset 30
|
||||
ROTATING
|
||||
|
||||
FrameIndex XZW1 A 0 0
|
||||
}
|
||||
Model "SheenAmmo3"
|
||||
{
|
||||
Path "models/extra"
|
||||
Path "models"
|
||||
|
||||
Model 0 "BaseCube_d.3d"
|
||||
Skin 0 "CHIPTILY"
|
||||
Scale 0.015 0.015 0.015
|
||||
Model 0 "SheenBullet3_d.3d"
|
||||
Skin 0 "SheenBullet.png"
|
||||
Scale 0.04 0.04 0.04
|
||||
ZOffset 16
|
||||
PitchOffset 30
|
||||
ROTATING
|
||||
|
||||
FrameIndex XZW1 A 0 0
|
||||
}
|
||||
Model "SheenTinyAmmo"
|
||||
{
|
||||
Path "models/extra"
|
||||
|
||||
Model 0 "BaseCube_d.3d"
|
||||
Skin 0 "CHIPTILY"
|
||||
Scale 0.02 0.02 0.02
|
||||
ZOffset 16
|
||||
PitchOffset 30
|
||||
ROTATING
|
||||
|
||||
FrameIndex XZW1 A 0 0
|
||||
}
|
||||
Model "SheenSmallAmmo"
|
||||
{
|
||||
Path "models/extra"
|
||||
Path "models"
|
||||
|
||||
Model 0 "BaseCube_d.3d"
|
||||
Skin 0 "CHIPTILY"
|
||||
Scale 0.025 0.025 0.025
|
||||
Model 0 "SheenBullet10_d.3d"
|
||||
SurfaceSkin 0 0 "SheenBullet.png"
|
||||
SurfaceSkin 0 1 "SheenAmmoBand.png"
|
||||
Scale 0.04 0.04 0.04
|
||||
ZOffset 16
|
||||
PitchOffset 30
|
||||
ROTATING
|
||||
|
||||
FrameIndex XZW1 A 0 0
|
||||
}
|
||||
Model "SheenBigAmmo"
|
||||
{
|
||||
Path "models/extra"
|
||||
Path "models"
|
||||
|
||||
Model 0 "BaseCube_d.3d"
|
||||
Skin 0 "CHIPTILY"
|
||||
Scale 0.03 0.03 0.03
|
||||
Model 0 "SheenBullet50_d.3d"
|
||||
Skin 0 "SheenAmmoBox.png"
|
||||
Scale 0.08 0.08 0.08
|
||||
ZOffset 16
|
||||
PitchOffset 30
|
||||
ROTATING
|
||||
|
||||
FrameIndex XZW1 A 0 0
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@ Model "HeavyMahSheenGun"
|
|||
|
||||
Model 0 "SheenHMGPickup_d.3d"
|
||||
SurfaceSkin 0 0 "SheenHMG.png"
|
||||
SurfaceSkin 0 1 "SheenLED.png"
|
||||
SurfaceSkin 0 1 "NoLED.png"
|
||||
Scale 0.16 0.16 0.16
|
||||
AngleOffset 90
|
||||
ZOffset 20
|
||||
|
|
@ -12,3 +12,64 @@ Model "HeavyMahSheenGun"
|
|||
|
||||
FrameIndex XZW1 A 0 0
|
||||
}
|
||||
|
||||
Model "HeavyMahSheenGun"
|
||||
{
|
||||
Path "models"
|
||||
|
||||
Model 1 "SheenHMG1st_d.3d"
|
||||
SurfaceSkin 1 0 "DemoTags.png"
|
||||
SurfaceSkin 1 1 "DemoArms.png"
|
||||
SurfaceSkin 1 2 "DemoSoft.png"
|
||||
SurfaceSkin 1 3 "SheenHMG.png"
|
||||
SurfaceSkin 1 4 "SheenLED.png"
|
||||
|
||||
Scale -0.01 0.005 0.01
|
||||
Offset 0 -1 -2
|
||||
|
||||
// Still
|
||||
FrameIndex XZW2 A 1 0
|
||||
// Deselect
|
||||
FrameIndex XZW2 B 1 1
|
||||
FrameIndex XZW2 C 1 2
|
||||
FrameIndex XZW2 D 1 3
|
||||
FrameIndex XZW2 E 1 4
|
||||
FrameIndex XZW2 F 1 5
|
||||
FrameIndex XZW2 G 1 6
|
||||
FrameIndex XZW2 H 1 7
|
||||
FrameIndex XZW2 I 1 8
|
||||
FrameIndex XZW2 J 1 9
|
||||
FrameIndex XZW2 K 1 10 // Select
|
||||
FrameIndex XZW2 L 1 11
|
||||
FrameIndex XZW2 M 1 12
|
||||
FrameIndex XZW2 N 1 13
|
||||
FrameIndex XZW2 O 1 14
|
||||
FrameIndex XZW2 P 1 15
|
||||
FrameIndex XZW2 Q 1 16
|
||||
FrameIndex XZW2 R 1 17
|
||||
FrameIndex XZW2 S 1 18
|
||||
FrameIndex XZW2 T 1 19
|
||||
FrameIndex XZW2 U 1 20
|
||||
FrameIndex XZW2 V 1 21
|
||||
FrameIndex XZW2 W 1 22
|
||||
FrameIndex XZW2 X 1 23
|
||||
// StartFire
|
||||
// SlowFireOne
|
||||
// SlowFireTwo
|
||||
// SlowFireThree
|
||||
// FastFireOne
|
||||
// FastFireTwo
|
||||
// FastFireThree
|
||||
// VERYFASTFIRE
|
||||
// EndFireFAST7
|
||||
// EndFireFAST6
|
||||
// EndFireFAST5
|
||||
// EndFireFAST4
|
||||
// EndFireFAST3
|
||||
// EndFireFAST2
|
||||
// EndFireFAST1
|
||||
// SpeedUp
|
||||
// SlowDown
|
||||
// Idle
|
||||
// Melee
|
||||
}
|
||||
|
|
|
|||
BIN
models/NoLED.png
Normal file
|
After Width: | Height: | Size: 96 B |
BIN
models/SheenAmmoBand.png
Normal file
|
After Width: | Height: | Size: 6.2 KiB |
BIN
models/SheenAmmoBox.png
Normal file
|
After Width: | Height: | Size: 6.5 KiB |
BIN
models/SheenBullet.png
Normal file
|
After Width: | Height: | Size: 8.4 KiB |
BIN
models/SheenBullet10_a.3d
Normal file
BIN
models/SheenBullet10_d.3d
Normal file
BIN
models/SheenBullet2_a.3d
Normal file
BIN
models/SheenBullet2_d.3d
Normal file
BIN
models/SheenBullet3_a.3d
Normal file
BIN
models/SheenBullet3_d.3d
Normal file
BIN
models/SheenBullet50_a.3d
Normal file
BIN
models/SheenBullet50_d.3d
Normal file
BIN
models/SheenBulletCase_a.3d
Normal file
BIN
models/SheenBulletCase_d.3d
Normal file
BIN
models/SheenBulletProjectile_a.3d
Normal file
BIN
models/SheenBulletProjectile_d.3d
Normal file
BIN
models/SheenBullet_Fired.png
Normal file
|
After Width: | Height: | Size: 8.4 KiB |
BIN
models/SheenBullet_a.3d
Normal file
BIN
models/SheenBullet_d.3d
Normal file
BIN
models/SheenHMG1st.blend
Normal file
BIN
models/SheenHMG1st_a.3d
Normal file
BIN
models/SheenHMG1st_d.3d
Normal file
|
|
@ -5,7 +5,7 @@ Weapon models:
|
|||
- Plasma Blaster
|
||||
- Puntzer Beta
|
||||
- Puntzer Gamma
|
||||
½ Sheen HMG
|
||||
x Sheen HMG
|
||||
- Quadravol
|
||||
- Sparkster Rifle
|
||||
- Mortal Rifle
|
||||
|
|
@ -18,11 +18,10 @@ Ammo models:
|
|||
- Single
|
||||
- Beta speedloader
|
||||
- Gamma mag
|
||||
- Sheen Ammo
|
||||
- Single
|
||||
- 10 Belt
|
||||
- 50 Box
|
||||
- 100 Box
|
||||
x Sheen Ammo
|
||||
x 1/2/3 Rounds
|
||||
x 10 Pack
|
||||
x 50 Box
|
||||
- Quadravol Ammo
|
||||
- Sparkster Ammo
|
||||
- Kinylum Round
|
||||
|
|
|
|||
|
|
@ -1,9 +1,14 @@
|
|||
// RGB subpixel filter for Ammo LEDs
|
||||
|
||||
// GRIDSZ = how many subpixels are in the texture (for layouts where subpixel patterns alternate)
|
||||
#ifndef GRIDSZ
|
||||
#define GRIDSZ vec2(1.,1.)
|
||||
#endif
|
||||
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
mat.Base = getTexel(vTexCoord.st);
|
||||
vec2 uv = vTexCoord.st*vec2(textureSize(tex,0));
|
||||
vec2 uv = (vTexCoord.st*vec2(textureSize(tex,0)))/GRIDSZ;
|
||||
mat.Base *= 1.5*texture(pixtex,uv);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
mat.Bright = vec4(1.);
|
||||
|
|
|
|||
|
|
@ -60,7 +60,9 @@ $random sheen/fire { sheen/fire1 sheen/fire2 sheen/fire3 }
|
|||
$limit sheen/fire 16
|
||||
sheen/700rpm sounds/dlc1/sheen/sheen_700rpm.ogg
|
||||
sheen/2100rpm sounds/dlc1/sheen/sheen_2100rpm.ogg
|
||||
// TODO overheat sound
|
||||
sheen/crankin sounds/dlc1/sheen/sheen_crankin.ogg
|
||||
sheen/crankout sounds/dlc1/sheen/sheen_crankout.ogg
|
||||
// TODO overheat alarm
|
||||
|
||||
quadshot/select sounds/dlc1/quadshot/quad_select.ogg
|
||||
quadshot/deselect sounds/dlc1/quadshot/quad_deselect.ogg
|
||||
|
|
|
|||
BIN
sounds/dlc1/sheen/sheen_crankin.ogg
Normal file
BIN
sounds/dlc1/sheen/sheen_crankout.ogg
Normal file
BIN
textures/subpixel_nukuri.png
Normal file
|
After Width: | Height: | Size: 233 B |
BIN
textures/subpixel_xekkian.png
Normal file
|
After Width: | Height: | Size: 1.3 KiB |
|
|
@ -63,10 +63,12 @@ Class SheenAmmo : SWWMAmmo
|
|||
Inventory.MaxAmount 300;
|
||||
Ammo.BackpackAmount 60;
|
||||
Ammo.BackpackMaxAmount 900;
|
||||
Ammo.DropAmount 3;
|
||||
Ammo.DropAmount 10;
|
||||
+FLOATBOB;
|
||||
FloatBobStrength 0.25;
|
||||
Accuracy 35;
|
||||
Radius 4;
|
||||
Height 24;
|
||||
}
|
||||
States
|
||||
{
|
||||
|
|
@ -80,6 +82,7 @@ Class SheenAmmo2 : SheenAmmo
|
|||
Default
|
||||
{
|
||||
Inventory.Amount 2;
|
||||
Radius 6;
|
||||
}
|
||||
}
|
||||
Class SheenAmmo3 : SheenAmmo
|
||||
|
|
@ -87,27 +90,23 @@ Class SheenAmmo3 : SheenAmmo
|
|||
Default
|
||||
{
|
||||
Inventory.Amount 3;
|
||||
}
|
||||
}
|
||||
Class SheenTinyAmmo : SheenAmmo
|
||||
{
|
||||
Default
|
||||
{
|
||||
Inventory.Amount 10;
|
||||
Radius 6;
|
||||
}
|
||||
}
|
||||
Class SheenSmallAmmo : SheenAmmo
|
||||
{
|
||||
Default
|
||||
{
|
||||
Inventory.Amount 50;
|
||||
Inventory.Amount 10;
|
||||
Radius 6;
|
||||
}
|
||||
}
|
||||
Class SheenBigAmmo : SheenAmmo
|
||||
{
|
||||
Default
|
||||
{
|
||||
Inventory.Amount 100;
|
||||
Inventory.Amount 50;
|
||||
Radius 16;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1 +1,35 @@
|
|||
// DrawWeapon code for DLC weapons
|
||||
|
||||
// Sheen HMG
|
||||
extend Class HeavyMahSheenGun
|
||||
{
|
||||
ui TextureID WeaponBox, BulletTex[2], SpeedTex, BarTex[4];
|
||||
|
||||
override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss )
|
||||
{
|
||||
if ( !WeaponBox ) WeaponBox = TexMan.CheckForTexture("graphics/HUD/SheenDisplay.png",TexMan.Type_Any);
|
||||
if ( !BulletTex[0] ) BulletTex[0] = TexMan.CheckForTexture("graphics/HUD/SheenRound.png",TexMan.Type_Any);
|
||||
if ( !BulletTex[1] ) BulletTex[1] = TexMan.CheckForTexture("graphics/HUD/SheenCasing.png",TexMan.Type_Any);
|
||||
if ( !SpeedTex ) SpeedTex = TexMan.CheckForTexture("graphics/HUD/SheenSpeed.png",TexMan.Type_Any);
|
||||
if ( !BarTex[0] ) BarTex[0] = TexMan.CheckForTexture("graphics/HUD/SheenBar0.png",TexMan.Type_Any);
|
||||
if ( !BarTex[1] ) BarTex[1] = TexMan.CheckForTexture("graphics/HUD/SheenBar1.png",TexMan.Type_Any);
|
||||
if ( !BarTex[2] ) BarTex[2] = TexMan.CheckForTexture("graphics/HUD/SheenBar2.png",TexMan.Type_Any);
|
||||
if ( !BarTex[3] ) BarTex[3] = TexMan.CheckForTexture("graphics/HUD/SheenBar3.png",TexMan.Type_Any);
|
||||
Screen.DrawTexture(WeaponBox,false,bx-23,by-24,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
if ( firespeed == 0 ) for ( int i=0; i<2; i++ ) Screen.DrawTexture(SpeedTex,false,bx-21,(by-14)+i*8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
else if ( firespeed == 1 ) for ( int i=0; i<3; i++ ) Screen.DrawTexture(SpeedTex,false,bx-21,(by-14)+i*4,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
else if ( firespeed == 2 ) for ( int i=0; i<5; i++ ) Screen.DrawTexture(SpeedTex,false,bx-21,(by-14)+i*2,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
// TODO heat bar
|
||||
if ( fired )
|
||||
{
|
||||
Screen.DrawTexture(BulletTex[1],false,bx-15,(by-10)-4*TicFrac,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
if ( Ammo1.Amount <= 0 ) return;
|
||||
Screen.DrawTexture(BulletTex[0],false,bx-15,(by-14)-4*TicFrac,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
}
|
||||
else for ( int i=0; i<2; i++ )
|
||||
{
|
||||
if ( Ammo1.Amount <= i ) break;
|
||||
Screen.DrawTexture(BulletTex[0],false,bx-15,(by-10)+i*4,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,6 +3,11 @@
|
|||
|
||||
Class HeavyMahSheenGun : SWWMWeapon
|
||||
{
|
||||
bool fired;
|
||||
int firespeed;
|
||||
double barrelheat;
|
||||
bool incooldown;
|
||||
|
||||
Default
|
||||
{
|
||||
Tag "$T_SHEENHMG";
|
||||
|
|
@ -10,20 +15,54 @@ Class HeavyMahSheenGun : SWWMWeapon
|
|||
Obituary "$O_SHEENHMG";
|
||||
SWWMWeapon.Tooltip "$TT_SHEENHMG";
|
||||
SWWMWeapon.GetLine "getheavymahsheengun";
|
||||
Weapon.UpSound "sheen/select";
|
||||
Weapon.SlotNumber 5;
|
||||
Weapon.SlotPriority 2.;
|
||||
Weapon.SelectionOrder 100;
|
||||
Weapon.AmmoType1 "SheenAmmo";
|
||||
Weapon.AmmoGive1 200;
|
||||
Weapon.AmmoGive1 30;
|
||||
SWWMWeapon.DropAmmoType "SheenAmmo";
|
||||
Stamina 100000;
|
||||
Radius 30;
|
||||
Height 28;
|
||||
}
|
||||
override void MarkPrecacheSounds()
|
||||
{
|
||||
Super.MarkPrecacheSounds();
|
||||
MarkSound("sheen/specialpick");
|
||||
MarkSound("sheen/select");
|
||||
MarkSound("sheen/deselect");
|
||||
MarkSound("sheen/meleestart");
|
||||
MarkSound("sheen/meleeend");
|
||||
MarkSound("sheen/fire1");
|
||||
MarkSound("sheen/fire2");
|
||||
MarkSound("sheen/fire3");
|
||||
MarkSound("sheen/700rpm");
|
||||
MarkSound("sheen/2100rpm");
|
||||
MarkSound("sheen/crankin");
|
||||
MarkSound("sheen/crankout");
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
XZW1 A -1;
|
||||
Stop;
|
||||
Select:
|
||||
XZW2 K 3 A_FullRaise();
|
||||
XZW2 LMNOP 3;
|
||||
XZW2 QRSTUV 2;
|
||||
XZW2 WX 3;
|
||||
Goto Ready;
|
||||
Ready:
|
||||
XZW2 A 1 A_WeaponReady();
|
||||
Wait;
|
||||
Fire:
|
||||
XZW2 A 1;
|
||||
Goto Ready;
|
||||
Deselect:
|
||||
XZW2 A 2 A_StartSound("sheen/deselect",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW2 BCDEFGHIJK 2;
|
||||
XZW2 K -1 A_FullLower();
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -110,7 +110,7 @@ Class SWWMClipAmmoSmall : SWWMAmmoSpawner
|
|||
if ( !Random[Replacements](0,4) )
|
||||
{
|
||||
if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('HeavyMahsheenGun')) )
|
||||
return Random[Replacements](0,2)?'SheenAmmo3':'SheenTinyAmmo';
|
||||
return Random[Replacements](0,2)?'SheenAmmo3':'SheenSmallAmmo';
|
||||
if ( notondemand || SWWMUtility.ItemExists('Eviscerator') )
|
||||
return 'EvisceratorShell';
|
||||
}
|
||||
|
|
@ -137,7 +137,7 @@ Class SWWMBlastAmmoSmall : SWWMAmmoSpawner
|
|||
static Class<Actor> PickAmmo( bool notondemand = false )
|
||||
{
|
||||
if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('HeavyMahsheenGun')) )
|
||||
return Random[Replacements](0,2)?'SheenSmallAmmo':'SheenTinyAmmo';
|
||||
return Random[Replacements](0,2)?'SheenAmmo3':'SheenSmallAmmo';
|
||||
return 'EvisceratorShell';
|
||||
}
|
||||
}
|
||||
|
|
@ -148,7 +148,7 @@ Class SWWMBlastAmmoBig : SWWMAmmoSpawner
|
|||
static Class<Actor> PickAmmo( bool notondemand = false )
|
||||
{
|
||||
if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('HeavyMahsheenGun')) )
|
||||
return Random[Replacements](0,2)?'SheenBigAmmo':'SheenSmallAmmo';
|
||||
return Random[Replacements](0,2)?'SheenSmallAmmo':'SheenBigAmmo';
|
||||
return Random[Replacements](0,2)?'EvisceratorShell':Random[Replacements](0,1)?'EvisceratorShell2':'EvisceratorShell3';
|
||||
}
|
||||
}
|
||||
|
|
|
|||