What makes the player move backwards when they fire hard knuckle? I want to remove that for my weapon.
actor HardKnuckleWep : MegaBuster 10049
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 4
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was smacked by %k's Hard Knuckle."
Inventory.Pickupmessage "Power up! Hard Knuckle"
weapon.ammotype "HardKnuckleAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "HARDSI"
Scale 2.0
States
{
Spawn:
WEAP T 1
loop
Ready:
FIST A 0 ACS_ExecuteAlways(998,0,18)
FIST A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
FIST A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
FIST A 1 A_Raise
Loop
Fire:
FIST A 0 A_JumpIfNoAmmo("NoAmmo")
FIST A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
FIST B 2 A_SpawnItemEx("HardKnuckleFX",-1,8,32,0,0,0)
FIST CDE 2
FIST B 0 SetPlayerProperty(0,1,0)
FIST F 2 A_FireCustomMissile("HardKnuckle",0,1,10,-2)
//FIST F 0 A_ChangeVelocity(-Cos(pitch)*9, 0, sin(pitch)*5,CVF_RELATIVE)
FIST F 0 A_ChangeVelocity(-9, 0, 0, CVF_RELATIVE)
FIST GHI 2
FIST B 0 SetPlayerProperty(0,0,0)
FIST JKLMNOP 2
FIST A 0 A_Refire
Goto Ready+1
NoAmmo:
FIST A 1 ACS_Execute(979,0)
Goto Ready+1
}
}
actor HardKnuckleAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}
actor HardKnuckleFX
{
scale 2.5
Radius 9
Height 9
+NOGRAVITY
-SOLID
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
HARD BCDE 2
stop
}
}
actor HardKnuckle
{
PROJECTILE
scale 2.5
damagetype "HardKnuckle"
Speed 38
Radius 12
Height 10
Damage (70)
States
{
Spawn:
HARD A 3
loop
Death:
MMFX BCDE 2
stop
}
}
EDIT: I get Script error, "OC Weapons.pk3:custom/weapons/superpunch.txt" line 70:
Missing token (unexpected end of file)." when I try to test my weapon on a map.
actor SuperPunchWep : MegaBuster 10049
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 4
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was punched by %k's Super Punch."
Inventory.Pickupmessage "Power up! Super Punch"
weapon.ammotype "SuperPunchAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "WEAPT0"
Scale 2.0
States
{
Spawn:
WEAP T 1
loop
Ready:
FIST A 0 ACS_ExecuteAlways(998,0,18)
FIST A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
FIST A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
FIST A 1 A_Raise
Loop
}
Fire:
FIST A 0 A_JumpIfNoAmmo("NoAmmo")
FIST A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
FIST B 2 A_SpawnItemEx("HardKnuckleFX",-1,8,32,0,0,0)
FIST CDE 2
FIST B 0 SetPlayerProperty(0,1,0)
FIST F 2 A_FireCustomMissile("HardKnuckle",0,1,10,-2)
//FIST F 0 A_ChangeVelocity(-Cos(pitch)*9, 0, sin(pitch)*5,CVF_RELATIVE)
FIST F 0 A_ChangeVelocity(-9, 0, 0, CVF_RELATIVE)
FIST GHI 2
FIST B 0 SetPlayerProperty(0,0,0)
FIST JKLMNOP 2
FIST A 0 A_Refire
Goto Ready+1
NoAmmo:
FIST A 1 ACS_Execute(979,0)
Goto Ready+1
}
}
actor HardKnuckleAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}
actor HardKnuckleFX
{
scale 2.5
Radius 9
Height 9
+NOGRAVITY
-SOLID
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
HARD BCDE 2
stop
}