Bopgun

[Open Assets] Bopgun 1.1

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Pyrakid Wolfo submitted a new resource:

Bopgun - Bounce with a Popgun!

THE BOPGUN:

Bopgun
, short for "Bounce Popgun" allows you to fire your popgun while bouncing in addition to firing whilst airborne. You also have complete air maneuverability when firing!
View attachment 152631

But wait, that's not all, in the air you will encounter recoil, due to there being no friction in the air. But this can actually be used to your advantage by shooting in the opposite direction you wish to travel! This allows for much more...

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Pyrakid Wolfo updated Bopgun with a new update entry:

v1.1 Release

1.1 Changelog:

- Removed the "FAIR" sprites. As of 2.2.14, Fang has new "MLEE" sprites included in the characters.pk3, so these sprites will be used instead. Unlike Amy's unused sprites, these ones survived the 2.2.15 hotfix.

Removed a SOC file for SPR2, it's purpose is no longer necessary.

Removed "Sprite" Folder, as it is empty lmao.

Read the rest of this update entry...
 
Pyrakid Wolfo updated Bopgun with a new update entry:

v1.1 Release



Read the rest of this update entry...
Hey, I have a few suggestions, if you don't mind.
  1. Can you update the sprites and states for the Air Popgun and Bounce Popgun to match the new ones found in 2.2.15?
  2. Can you change the Bounce so that entering/exiting no longer halves horizontal speed and vertical speed?
  3. Can you make landing during a Bounce launch you in the held direction like in Fang's boss fight?
 
To fix the "Being able to use the character ability after bouncing from a spring with a character that isn't Fang" problem, replace the original line of code with the modified one:

Original:
Lua:
addHook("PlayerThink", function(player)
    if (player.mo.eflags & MFE_SPRUNG)
    and P_IsObjectOnGround(player.mo) == false then
        player.pflags = $|PF_JUMPED|PF_NOJUMPDAMAGE
    end
end)

Modified:
Lua:
addHook("PlayerThink", function(player)
    if IsFang(player)
    and (player.mo.eflags & MFE_SPRUNG)
    and P_IsObjectOnGround(player.mo) == false then
        player.pflags = $|PF_JUMPED|PF_NOJUMPDAMAGE
    end
end)
 

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