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* If the player already has a Machine Gun then the SS enemies will drop a used clip instead. This makes the return on ammo from fighting an SS drop from 6 bullets to 4.
 
* If the player already has a Machine Gun then the SS enemies will drop a used clip instead. This makes the return on ammo from fighting an SS drop from 6 bullets to 4.
 
* While the original Machine Gun doesn't seem to be modeled on any weapon in particular (most closely resembling a [https://en.wikipedia.org/wiki/MP_40 Schmeisser MP-40] but featuring inconsistencies in design such as magazine placement, metal color, and body dimensions) the Machine Gun from the Mission Packs very closely resembles a [https://en.wikipedia.org/wiki/StG_44 Sturmgewehr 44], one of the very first successful assault rifles ever mass produced for battle.
 
* While the original Machine Gun doesn't seem to be modeled on any weapon in particular (most closely resembling a [https://en.wikipedia.org/wiki/MP_40 Schmeisser MP-40] but featuring inconsistencies in design such as magazine placement, metal color, and body dimensions) the Machine Gun from the Mission Packs very closely resembles a [https://en.wikipedia.org/wiki/StG_44 Sturmgewehr 44], one of the very first successful assault rifles ever mass produced for battle.
 
=ECWolf DECORATE Definitions=
 
actor MachineGun : WolfWeapon 60
 
{
 
    attacksound "weapon/machine/attack"
 
    inventory.icon "MACHGUN"
 
    inventory.pickupsound "weapon/machine/pickup"
 
    weapon.selectionorder 1300
 
    +INVENTORY.ALWAYSPICKUP
 
    states
 
    {
 
        Spawn:
 
            MGUN A -1
 
            stop
 
        Ready:
 
            MCHG A 1 A_WeaponReady
 
            loop
 
        Fire:
 
            MCHG B 3
 
        Hold:
 
            MCHG C 3 bright
 
            MCHG D 3 A_GunAttack
 
            MCHG E 3 A_ReFire
 
            goto Ready
 
    }
 
}
 
 
actor BlueAK47 : MachineGun 141
 
{
 
    attacksound "weapon/blueak47/attack"
 
    inventory.pickupsound "weapon/blueak47/pickup"
 
    weapon.selectionorder 1290
 
    states
 
    {
 
        Spawn:
 
            BAKP A -1
 
            stop
 
        Ready:
 
            BAKG A 1 A_WeaponReady
 
            loop
 
        Fire:
 
            BAKG B 3
 
        Hold:
 
            BAKG C 3 bright
 
            BAKG D 3 A_GunAttack
 
            BAKG E 3 A_ReFire
 
            goto Ready
 
    }
 
}
 
 
[[Category:Weapons]]
 
[[Category:Weapons]]
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