internal-weapon-behavior   v4-30-2004  Release 5 © RTCM Corvin

Introduction
Foot | Pistol | Shotgun | Chaingun | RPG | Pipebomb | Shrinker | Devastator | Trip Mine | Freezer | Tech Notes

Introduction

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.

The Kick (Mighty Foot "The Right Foot") {Weapon 1}
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.

The Pistol {Weapon 2}
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

The Shotgun {Weapon 3}
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

The ChainGun (Ripper) {Weapon 4}
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

The RPG {Weapon 5}
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.

The PipeBomb (HandBomb) {Weapon 6}
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.

The Shrinker {Weapon 7}
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

The Devistator (Cycloid) {Weapon 8}
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.

The TripBomb {Weapon 9}
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

The FreezeThrower (Cat) {Weapon 0}
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

Tech Notes
  • 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.