Sexy, sexy gradients. Also the grenade blows up in your hand because... uhh, ask Cutmanmike, it's his code from GVH (with permission).Ænima wrote:HOLY SHIT I just noticed that. That's cool. Subtle, but cool.Medicris wrote:Nailed it. Works without the Skulltag wads.DTDsphere wrote:It doesn't because I made sure it doesn't. There's Actors/Skulltag.txt which contains all the Skulltag shit in the pk3.Ænima wrote:
It looks like it does because you're inheriting from SuperShotgunGuy.
Pardon the commotion.
Quick question though. If the grenades are not being "cooked" while holding Altfire (removing the pin and letting go of the safety spoon), then why does it blow up in your hand if you never let go of the spoon? :v
EDIT: Also quote pyramid because pretty gradients
EDIT:
This mod is STILL compatible with Skulltag.exe. I'm sorry I forgot to point that out. That means if you really want to play something that was meant to run on Skulltag, then use Skulltag.Llewellyn wrote:The problem with his PWAD is that he is just copying all the actor definitions for inheritance instead of using the actor definitions as a base to make his actors. Players should not be inheriting from Skulltag classes at all, instead they should take the time to look at those classes and copy the definitions that you want into your actor (because none of them are native, so you aren't required to inherit.) If he tries to play a mod that relies on those actor definitons, he will have to place his wad to load first instead of last which can cause conflicts.Torr Samaho wrote:IMHO that's better than forcing to load skulltag_actors.pk3. skulltag_actors.pk3 is a compatibility wad that is only meant to be loaded if really necessary. It's definitely nothing you should always load.Llewellyn wrote: Which would BREAK compatibility with skulltag_actors.pk3