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>> No.9956635 [View]
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9956635

>>9956543
>yfw that isn’t Jon st Jon who delivers that line

>> No.9258717 [View]
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9258717

>>9258624
Uhh, I am in fact here, and I have zero fucking idea if that's possible as a standalone without defining weapons and stuff. It would have to be some real event handler hackery.
>>9258650
Player plasma? It's actually using the arachnotron plasma as a base but re-defining PlasmaBolterShot in actors/weapons/6_PulseRifle.txt would let you change whatever you want. The trail definitions are in the ParticleArachnotronPlasma class though, so you'd have to override those on your new class.
>>9258680
I mean, I could probably just make BabelWeapons.pk3. Might suck hard getting the BFG to work the same, can't be sure.
There is an ACS implementation of the explosions here https://files.catbox.moe/9qr3vg.pk3 that you could look at, or you can just dig into actors/weapons/5_RocketLauncher.txt and fiddle with the RTiltyParticleRingConfigurable actor. That is kind of a lot of work though.

>> No.8616594 [View]
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8616594

Psst, hey kid, wanna try a mod?
>https://litter.catbox.moe/dc6bqs.pk3
So, for the next 12 hours this link is going to have an in-test version of Babel with the changes I've been working on. It's still mostly the same as it was before, but obviously has some polish and bugfixes. Try it out and see if you can get it to crash or really bug out. I'm doing my own playtesting right now but I'm not dumb enough to think I can catch everything.
Also pls remember that you can turn off/on many visual and sound effects in the options, so if you hate the new monster pain sounds or want zero visual recoil on weapons, there are options for that.

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