by brick » Mon Aug 10, 2009 16:08
Gez wrote:brick wrote:Gez wrote:That's a bit misleading, you do not set the X and Y offsets separately. Instead, you just specify the distance away from the center of the shooter. X and Y are then calculated by trigonometry from the shooter's angle and that distance.
ok, I found a way (difficult) to do a height.
Yeah, that's X and Y relative to the world (so, horizontal, the height is the Z axis), not relative to the screen.
ok, my quake bfg I do the samething, but cant anyone do a new action to stay more easy, like this:
A_CustomRailgunEX(damage, "damagetype", spawnofs_xy, "spawn height", ringcolor, corecolor, flags, float max diff)
guy what is "float max diff"?
[quote="Gez"][quote="brick"][quote="Gez"]That's a bit misleading, you do not set the X and Y offsets separately. Instead, you just specify the distance away from the center of the shooter. X and Y are then calculated by trigonometry from the shooter's angle and that distance.[/quote]
ok, I found a way (difficult) to do a height.[/quote]
Yeah, that's X and Y relative to the world (so, horizontal, the height is the Z axis), not relative to the screen.[/quote]
ok, my quake bfg I do the samething, but cant anyone do a new action to stay more easy, like this:
A_CustomRailgunEX(damage, "damagetype", spawnofs_xy, "spawn height", ringcolor, corecolor, flags, float max diff)
guy what is "float max diff"?