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Hotchkiss HMG

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3 months 2 weeks ago - 3 months 5 days ago #1 by BFG Major Mike
Hotchkiss HMG was created by BFG Major Mike
Info:

Name: Hotchkiss M1914
Class: 4
Type: Hitscan
Palette: DooM
Summon: HotchkissHMG
Ammo Type: Clip
Altfire: No
Powered Mode: No
Brightmaps: No
Actor Modification: No
ACS: No

Credits:
Submitted: BFGMajorMike
Code: BFGMajorMike
Sounds: Winchester Yellowboy, (Page 6 of the Doom Armory), Ubisoft's Call of Juarez
Sprites: BFGMajorMike
Idea Base: The Project im doing, the Doughboys in WWI (God bless the USMC)

Description:

One combatant may have arrived late, but not too late to be able to change the outcome of the war. Unexpectedly, it seems that this unit is actually excited about entering the conflict. And that unit is you. Thanks to the ingenious Hotchkiss et Cie company, you can now wield this beaut, but instead of clips, you use a box for sustained fire, high damage but chews up ammo fast. And while your allies are in retreat, hell has just arrived
Last edit: 3 months 5 days ago by BFG Major Mike.

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3 months 5 days ago #2 by Gothic
Replied by Gothic on topic Hotchkiss HMG
Use the pk3 format, that goes for all of your future submissions too.
The description says it chews ammo fast, but it's not faster than the vanilla chaingun, and deals more damage per bullet. I'd say make it use 3 clips per shot instead of one, to balance things out.
The hud sprites jump too high while firing:

There's a slight delay between the firing function and when the sound plays, the functions should be more close to each other:
Code:
Fire: HTKF A 1 A_Firebullets(9, 4, 1, 20) HTKF B 1 A_Playsound("weapons/Hotchkiss") HTKF C 1 A_Recoil(2) HTKF D 1 A_QuakeEx(1,1,1,15,0,128,"",QF_SCALEDOWN) HTKF C 0 A_Refire Goto Ready

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3 months 5 days ago #3 by BFG Major Mike
Replied by BFG Major Mike on topic Hotchkiss HMG
Fixed

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3 months 5 days ago #4 by Gothic
Replied by Gothic on topic Hotchkiss HMG

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