[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.3397413 [View]
File: 813 B, 107x52, NUNCA0.png [View same] [iqdb] [saucenao] [google]
3397413

I'm working on my laserchucks and I'm having a couple issues with the DECORATE script. My first pass actually worked not bad except for the fact that it absolutely stunlocked anything due to the rapid-fire nature of swinging sweet laserchucks around so fast.

The problems I'm running into now is sound clipping and the fact that enemies get stunlocked too easily due to the A_Saw routine being called every 3 ticks instead of 4 like the chainsaw. At 4 ticks the animation plays way too slowly, however. For the sound, even setting the limit to 0 in SNDINFO doesn't seem to help, but I'm kind of less worried about the sound and moreso worried about the stunlocking. Here's the current code:

States
{
Ready:
NUNC A 3 A_WeaponReady
Loop
Deselect:
NUNC A 1 A_Lower
Loop
Select:
NUNC A 1 A_Raise
Loop
Fire:
NUNC B 1
NUNC CD 3 A_Saw("DSNUNCFL","DSNUNCHT",1)
NUNC B 0 A_refire("Swing2")
Goto Swing4
Swing2:
NUNC EFG 3 A_Saw("DSNUNCFL","DSNUNCHT",1)
NUNC HI 3 A_playsound("DSNUNCFL")
NUNC B 0 A_refire("Swing3")
Goto Swing4
Swing3:
NUNC JK 3 A_Saw("DSNUNCFL","DSNUNCHT",1)
Swing4:
NUNC LM 3 A_playsound("DSNUNCFL")
NUNC B 0 A_refire
Goto Ready
Spawn:
NUNC A -1
Stop
}

Maybe I need to something like have it spawns a puff to play the sound of a successful attack or something and use a different attack for Swing2 or 3 that knocks the target back a little? I'm not sure how that would work, though.

Navigation
View posts[+24][+48][+96]