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millimata.wep.gml
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67 lines (56 loc) · 1.67 KB
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#define init
global.sprMillimata = sprite_add_weapon("sprites/weapons/sprMillimata.png", 3, 4);
#define weapon_name
return "MILLIMATA"
#define weapon_sprt
return global.sprMillimata;
#define weapon_type
return 3;
#define weapon_auto
return false;
#define weapon_load
return 19;
#define weapon_cost
return 2;
#define weapon_swap
return sndSwapBow;
#define weapon_area
return 10;
#define weapon_text
return "WHO NEEDS VOODOO";
#define nts_weapon_examine
return{
"d": "An oversized splinter gun. #Reserved for only the most dangerous of prey. ",
}
#define weapon_fire
var i = 0;
repeat(7)
{
motion_add(gunangle-180,1)//anything higher has unreasonable amount of knockback, its quite cool
i+=1.5
var p = random_range(.8,1.2)
sound_play_pitchvol(sndSplinterPistol,.7*p,.5)
sound_play_pitchvol(sndSeekerPistol,.75*p,.5)
sound_play_pitchvol(sndSplinterGun,.7*p,.5)
sound_play_pitchvol(sndHeavyCrossbow,.5*p,.5)
sound_play_pitchvol(sndDoubleMinigun,.8*p,.5)
weapon_post(7,6,8)
with instance_create(x,y,Splinter)
{
move_contact_solid(point_direction(x,y,x+lengthdir_x(1,other.gunangle+40),y+lengthdir_y(1,other.gunangle+40)),6)
team = other.team
motion_add(other.gunangle+random_range(-2,2)*other.accuracy+i*other.accuracy,20)
image_angle = direction
creator = other
}
with instance_create(x,y,Splinter)
{
move_contact_solid(point_direction(x,y,x+lengthdir_x(1,other.gunangle-40),y+lengthdir_y(1,other.gunangle-40)),6)
team = other.team
motion_add(other.gunangle+random_range(-2,2)*other.accuracy-i*other.accuracy,20)
image_angle = direction
creator = other
}
wait(1)
if !instance_exists(self) exit;
}