Question about some hitscan type attacks and the puff
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- Eriance
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Question about some hitscan type attacks and the puff
1) I'm trying to make a weapon that uses hitscan attacks to damage the enemy. I want it's puff to do splash damage, but not hurt the owner of the hitscan shot. however, it doesn't seem that the puff's possession is transfered to the player...just spawned so that the puff hurts everything and doesn't give the player kills if the enemy is killed by the splash rather than the hitscan itself. Is there a way to give the hitscan to the player?
2) A question about the new A_BFGSpray function of GZdoom; Is the damage argument the last one, so like this? A_BFGSpray ("puff name", "number of hitscans", "damage")?
3) Some hit scans don't shoot through some of my smaller windows, while others do. Is the radius of the hitscan based on it's puff's size?
2) A question about the new A_BFGSpray function of GZdoom; Is the damage argument the last one, so like this? A_BFGSpray ("puff name", "number of hitscans", "damage")?
3) Some hit scans don't shoot through some of my smaller windows, while others do. Is the radius of the hitscan based on it's puff's size?
- Graf Zahl
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1) So how does Skulltag do their BFG 10k? It does have a owner, apparently. Or is that some totally different code?Graf Zahl wrote:1) The puff is just a visual effect with no further properties so it doesn't have an owner.
2) Yes. Although the damage value is not easily quantifiable. The function adds random values in a loop so the end result can be quite different for each iteration.
3) A hitscan doesn't have a radius.
2)Not quantifiable? Please explain. So I just put down a number and it does random damage based on that number? O_o
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Thats would be useful. Mind also adding a support for higher speeds for projectiles? Anything higher than 200 seems to act really funky. At 300, the projectile just dies as it flies out. At 1024, the projectil teleports behind you after it shoots and flies out the other side of the map.Graf Zahl wrote:You are just dreaming, yet. This is one of the features that is useful and rather easy to add.
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Eriance wrote:Graf Zahl wrote:Anything higher than 200 seems to act really funky. At 300, the projectile just dies as it flies out. At 1024, the projectil teleports behind you after it shoots and flies out the other side of the map.
Currently there's 3 special ultra-fast projectiles for Heretic and Hexen that use special movement code. Exposing this code in a more generic fashion is certainly doable, so why not?
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Wait, so there are projectils in Hexen and Heretic that are faster than 200?
Another question. The Saphhire Wand in Hexen leaves a long trail of sprites whenever it shoots. I've tried to do this by making the projecile use A_CustomMissile every 1 tic, and still it doesn't leave nearly as many particle sprites. Is the Saphhire Wand more of the Hexen's Hard coded bolgna?
Another question. The Saphhire Wand in Hexen leaves a long trail of sprites whenever it shoots. I've tried to do this by making the projecile use A_CustomMissile every 1 tic, and still it doesn't leave nearly as many particle sprites. Is the Saphhire Wand more of the Hexen's Hard coded bolgna?
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