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 The Migraine Gun 
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Joined: Sun Nov 30, 2008 2:49 am
Posts: 5
Location: under a rock
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Post Re: The Migraine Gun
I really like how this gun works. With this i can play like a high-tech assasin.


Tue Dec 02, 2008 10:40 pm
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Joined: Tue Dec 02, 2008 5:28 am
Posts: 2
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Post Re: The Migraine Gun
Err..yeah, maybe I should have changed the noise. I personally think it fits the gun, but if you want to change it, the sound is in the .rte...


Tue Dec 02, 2008 10:54 pm
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Joined: Fri Jun 15, 2007 6:47 am
Posts: 430
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Post Re: The Migraine Gun
ahahah this is hilarious! i edited the range on the weapon (so it can snipe) and its awesome! and ironic because i get frequent migraines. dl'd.


Tue Dec 02, 2008 11:52 pm
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Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
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Post Re: The Migraine Gun
Specifically head-gibbing sonic invisibeams are always fun.
I'm really surprised that just a lightly pushing beam does the trick for exploding heads like that. Even if it only works on certain actors.
It can also be used as a long-range repeller gun against zombombies, which is good, since it rarely blows their heads up.
It's also fun to disturb crabs with it.

There's several, specific, easily fixed, minor problems though.
-Diggers category isn't in B22 by default, and adding it just clutters things. Not to mention, it only digs grass. Just take off the AddToGroup = Diggers line.
-It's a bit more of a weapon than a Tool, so changing that AddToGroup line to Weapons would be good.
-Zero range makes it pretty hard to aim well; increase SharpLength some?
-The digger gib is needlessly redefined; delete it's new definition, or give it a new name and modify it.
-Cropping the sprite would be good.


Roon3 wrote:
Ultric wrote:
Didn't numgun's exorcist gun do this?

No this mod is just a digger with a different sprite...

No, it isn't. The only digger-like thing about it is the category.


Wed Dec 03, 2008 1:55 am
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