internal-weapon-behavior v4-30-2004 Release 5 © RTCM Corvin
Introduction
Foot | Pistol
| Shotgun | Chaingun |
RPG | Pipebomb | Shrinker | Devastator | Trip Mine | Freezer | Tech Notes
This document is designed to help you learn the properties of the weapons and the
weapon system. This primarily is designed for those interested in modifying the weapons to
something custom. Each Table shows you what the particular weapons consist of.
R.O.F. |
1/sec = {NOT Adjustable, Game.exe controls this} |
Clip/Change Clip |
Never = {NOT Adjustable, Game.exe controls this} |
Projectile Speed |
VeryFast = |
Range |
Touch(Short) |
Art Tiles |
T2521....T2522 = {NOT Animated, The Game.exe Calls them up in
sequence} |
Snd played |
Firing: KICK_HIT = {Only snds on contact with a surface}
Get: none
Select: none
Reload: none
Other: none |
Sprites |
none |
Other Art Tiles |
none |
Special Note |
When pressing the <`> key to kick, the Left Foot is used. It
is NOT seen by other players. |
|
R.O.F. |
3/sec = {NOT Adjustable, Game.exe controls this} |
Clip/Change Clip |
After 12 rnds = {NOT Adjustable, Game.exe controls this} |
Projectile Speed |
Instant = |
Range |
Long = |
Art Tiles |
Duke Standing: T2524
Duke Shooting: T2524....T2525....T2526 = {NOT Animated, The Game.exe Calls them up in
sequence}
Duke Reload : T2528....T2529....T2530....T2531....T2532 =
{NOT Animated, The Game.exe Calls them up in sequence} |
Snd played |
Firing: PISTOL_FIRE
Get : DUKE_GET
Select: INSERT_CLIP
Reload: EJECT_CLIP
INSERT_CLIP
Other : PISTOL_RICOCHET
PISTOL_BODYHIT |
Sprites |
T21 = Weapon
T40 = One Clip
T48 = Many Clips = (Built into Game.exe} |
Other Art Tiles |
T2533 = Shell#1 = {NOT Animated, The Game.exe Calls them up in
sequence}
T2534 = Shell#2 = {NOT Animated, The Game.exe Calls them up in sequence} |
Special Note |
none |
|
R.O.F. |
1/sec = {NOT Adjustable, Game.exe controls this} |
Clip/Change Clip |
After 1 rnd = {NOT Adjustable, Game.exe controls this} |
Projectile Speed |
Instant = |
Range |
Medium = |
Art Tiles |
Duke Standing: T2613
Duke Shooting: T2614....T2615 = {NOT Animated, The Game.exe Calls them up in sequence}
Duke Reload : T2616....T2617....T2618....T2619 =
{NOT Animated, The Game.exe Calls them up in sequence} |
Snd played |
Firing: SHOTGUN_FIRE
Get : DUKE_GET
Select: SHOTGUN_COCK
Reload: SHOTGUN_COCK
Other : |
Sprites |
T28 = Weapon
T49 = Ammo |
Other Art Tiles |
T2535 = ShotgunShell = {NOT Animated, The Game.exe Calls them up in
sequence} |
Special Note |
none |
|
R.O.F. |
10/sec = {NOT Adjustable, Game.exe controls this} |
Clip/Change Clip |
Never = {NOT Adjustable, Game.exe controls this} |
Projectile Speed |
Instant = |
Range |
Long = |
Art Tiles |
Duke Standing: T2536 & T2537
Duke Shooting: (ON)T2536 / (OFF)T2537 /
(ON)T2538....(ON)T2539....(ON)T2540.... =
{NOT Animated, The Game.exe Calls them up in sequence}
(ON)T2541....(ON)T2542....(ON)T2543.... =
{NOT Animated, The Game.exe Calls them up in sequence} |
Snd played |
Firing: CHAINGUN_FIRE
Get : DUKE_GET
Select: SELECT_WEAPON
Reload: none
Other : PISTOL_RICOCHET |
Sprites |
T22 = Weapon
T31 = AmmoBox |
Other Art Tiles |
T2533 = Shell#1 = {NOT Animated, The Game.exe Calls them up in
sequence}
T2534 = Shell#2 = {NOT Animated, The Game.exe Calls them up in sequence} |
Special Note |
none |
|
R.O.F. |
2/sec = {NOT Adjustable, Game.exe controls this} |
Clip/Change Clip |
Never = {NOT Adjustable, Game.exe controls this} |
Projectile Speed |
Fast = Faster than the player at run speed. |
Range |
Long = |
Art Tiles |
Duke Standing: T2544
Duke Shooting: (ON)T2544....T2545....T2546....T2547 =
{NOT Animated, The Game.exe Calls them up in sequence} |
Snd played |
Firing: RPG_SHOOT
Get : DUKE_GET
Select: SELECT_WEAPON
Reload: none
Other : RPG_EXPLODE |
Sprites |
T23 = Weapon
T44 = AmmoBox |
Other Art Tiles |
T2611 = Rocket#1 = Rear View
T2610 = Rocket#2 = Side/Going at 30 degrees
T2609 = Rocket#3 = Side/Going at 60 degrees
T2608 = Rocket#4 = Side at 90 degrees
T2607 = Rocket#5 = Side/Aproaching at 60 degrees
T2606 = Rocket#6 = Side/Aproaching at 30 degrees
T2605 = Rocket#7 = Front View |
Special Note |
The intial frame(T2544) is repositioned upon firing. Also note that
T2547 is used.
This frame currently displays only a blank tile. You can use this fourth tile for your
own additional art. |
|
R.O.F. |
1/sec = {NOT Adjustable, Game.exe controls this} |
Clip/Change Clip |
1/sec Optional Manual Replace = {NOT Adjustable, Game.exe controls
this} |
Projectile Speed |
Medium = |
Range |
Short = |
Art Tiles |
Duke Standing: T2573
Duke Shooting: (Lowered)T2573....(Raised)T2574....(OFF)T2574....(Lowered)T2575....
(Raised)T2570 = {NOT Animated, The Game.exe Calls them up in sequence}
Remote Trigger Fire: T2571....T2572....(Lowered)T2570 = {NOT Animated, The Game.exe Calls
them up in sequence} |
Snd played |
Firing: PIPEBOMB_BOUNCE
Get : DUKE_GET
Select: none
Reload: none
Other : PIPEBOMB_EXPLODE |
Sprites |
T26 = PipeBomb Actor
T47 = Ammo |
Other Art Tiles |
T26 = Thrown Bomb = {NOT Animated, The Game.exe reverses the image
back and forth} |
Special Note |
The Trigger Animation is also 'shaken' by the game.exe. |
|
R.O.F. |
2/sec = {NOT Adjustable, Game.exe controls this} |
Clip/Change Clip |
Never = {NOT Adjustable, Game.exe controls this} |
Projectile Speed |
Medium = |
Range |
Long = |
Art Tiles |
Duke Standing: T2556 & T2558 = {The last tile
"Glows," Game.exe controls this}
Duke Shooting: (ON)T2557 / (OFF)T2556 & T2558 /
(ON)T2559....(ON)T2560....(ON)T2561.... =
{NOT Animated, The Game.exe Calls them up in sequence} |
Snd played |
Firing: SHRINKER_FIRE
Get : DUKE_GET
Select: SELECT_WEAPON
Reload: none
Other : ACTOR_SHRINKING
SHRINKER_HIT |
Sprites |
T25 = Weapon
T46 = Ammo = { "Glows," Game.exe controls this} |
Other Art Tiles |
T1646....T1647....T1648....T1649 = Spark =
{NOT Animated, The Game.exe Calls them up in sequence}
T1656....T1657....T1658....T1659 = Explosion =
{NOT Animated, The Game.exe Calls them up in sequence} |
Special Note |
|
|
R.O.F. |
10/sec = {NOT Adjustable, Game.exe controls this} |
Clip/Change Clip |
Never = {NOT Adjustable, Game.exe controls this} |
Projectile Speed |
Fast = |
Range |
Long = |
Art Tiles |
Duke Standing: T2510 (Displayed twice, one is mirrored)
Duke Shooting: T2510....(lowered)T2510....T2511....(Raised)T2510 =
{NOT Animated, The Game.exe Calls them up in sequence} |
Snd played |
Firing: RPG_SHOOT and CAT_FIRE
Get : DUKE_GET
Select: SELECT_WEAPON
Reload: none
Other : RPG_EXPLODE |
Sprites |
T29 = Weapon
T42 = Ammo |
Other Art Tiles |
The Same as the RPG Rockets(Resized by game.exe) |
Special Note |
The Rocket appears before T2511 is displayed.
Notice that multiple sounds are played at once when fired. CAT_FIRE sounds once for each
rocket released. |
|
R.O.F. |
1/sec(2/sec) = {NOT Adjustable, Game.exe controls this} |
Clip/Change Clip |
1/sec Auto Replace = {NOT Adjustable, Game.exe controls this} |
Projectile Speed |
Medium =
Fast = |
Range |
Placed: Short(Touch) =
Detonated: Medium = |
Art Tiles |
Duke Standing: (ON)T2566, (ON)T2563(Displayed twice, one is
mirrored)
Duke Shooting: (ON)T2566, (ON)T2563(Displayed twice, one is
mirrored)....(OFF)T2563....(ON)T2564(Displayed twice, one is mirrored)
....(OFF)T2564....(OFF)T2566....(ON)T2565(Displayed twice, one is mirrored)....Lowered |
Snd played |
Firing: LASERTRIP_ONWALL
Get : DUKE_GET
Select: none
Reload: none
Other : LASERTRIP_ARMING and LASERTRIP_EXPLODE |
Sprites |
T27 - Weapon (is ammo) |
Other Art Tiles |
T2566 = Tripbomb (is spawned on wall) |
Special Note |
|
|
R.O.F. |
5/sec = {NOT Adjustable, Game.exe controls this} |
Clip/Change Clip |
Never = {NOT Adjustable, Game.exe controls this} |
Projectile Speed |
Medium = |
Range |
Long = |
Art Tiles |
Duke Standing: T2548
Duke Firing : (OFF)T2548 (ON)T2550 /
T2551....T2552....T2553 =
{NOT Animated, The Game.exe Calls them up in sequence} |
Snd played |
Firing: CAT_FIRE
Get : DUKE_GET
Select: SELECT_WEAPON
Reload: none
Other : SOMETHINGFROZE |
Sprites |
T24 = Weapon
T37....T38....T39... = Ammo = {This is Animated} |
Other Art Tiles |
T1641....T1642....T1643 = Freezeblast = {This is Animated} |
Special Note |
|
|
- Lowering Weapon<Scroll Lock> Key is Hard coded into the Game.exe. It Simply Lowers
The Art Tile. Doesn't have any effect on enemy response or manner.
- The CrossHairs<I> Key is Hard coded into the Game.exe. Turns off Title 2523.
Doesn't Seem to call up a Blank Tile. This would be usefull to allow multiple crosshair
types if it only did call a blank tile.
- You'll notice that most weapon frames are NOT Animated, The Game.exe Calls them up
in sequence. I think the weapon system completely ignores any new animation sequence that
one would attempt to do with editart.exe You also may noticed that alot of the tile
movements and postions are mostly dependant on the game.exe, such as shaken, raised and
lowered, moved tiles. You can partialy override the games postionning mechanisium by
recentering the image on a tile using editart.exe You can not change the patteren of
movement or there speed of movement.
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