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Question about some hitscan type attacks and the puff
Posted: Thu Apr 06, 2006 20:55
by Eriance
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?
Posted: Thu Apr 06, 2006 21:46
by Graf Zahl
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.
Posted: Thu Apr 06, 2006 21:53
by Eriance
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.
1) So how does Skulltag do their BFG 10k? It does have a owner, apparently. Or is that some totally different code?
2)Not quantifiable? Please explain. So I just put down a number and it does random damage based on that number? O_o
Posted: Thu Apr 06, 2006 23:12
by Graf Zahl
1) Since the Skulltag source hasn't been released I have no idea how it works.
2) The value you pass just specifies how many random values between 1 and 8 are added.
Posted: Fri Apr 07, 2006 3:51
by Eriance
Oh i see. Thanks for the help. Can a projectile have a crash state that makes it go into a different animation if it misses? Or am i just dreaming. o_o
Posted: Fri Apr 07, 2006 9:40
by Graf Zahl
You are just dreaming, yet. This is one of the features that is useful and rather easy to add.
Posted: Fri Apr 07, 2006 14:56
by Eriance
Graf Zahl wrote:You are just dreaming, yet. This is one of the features that is useful and rather easy to add.
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.
Posted: Fri Apr 07, 2006 15:57
by Graf Zahl
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?
Posted: Sat Apr 08, 2006 18:06
by Eriance
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?
Posted: Sat Apr 08, 2006 19:07
by Graf Zahl
The Sapphire Wand moves 8 steps per tic and spawns a sprite each step, i.e. 8 per tic.
Posted: Sun Apr 09, 2006 19:38
by Eriance
Wait? What? The projectile's speed is how many steps/pixels it moves right? So are you saying that the Sapphire wand moves with a speed of 8? How's that possible? o_o Or is it actually a monster that is shot with a A_CHASE codepointer?
Posted: Sun Apr 09, 2006 20:02
by Phobus
No, the wands speed would have to be 64 to do that.
Posted: Mon Apr 10, 2006 19:34
by Eriance
Wait...so what is the actual speed of the Saphire wand's projectile? Someone told me it as 180ish. Is that right?
Posted: Mon Apr 10, 2006 19:45
by Phobus
64 is the wand' speed.
Posted: Tue Apr 11, 2006 3:14
by Eriance
Phobus wrote:64 is the wand' speed.
Are you sure? Seems almost instant to me O_o.