[already in] Vertical spread for A_(Fire)CustomMissile

Moderator: Graf Zahl

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

The difference between aimmodes 0 and 1 is that 0 aims all missiles at the center of the target, no matter where it is spawned. Aimmode 1 shoots parallel to a missile spawned from the shooter's position + 32 z-units that's aimed directly at the target.
Aimmode 2 doesn't aim at all.

And the chaos serpents do aim. They just aim too high (but not in GZDoom. It annoyed me that much that I fixed it.)
Inuyasha_989
Posts: 60
Joined: Sun Sep 04, 2005 3:05

Post by Inuyasha_989 »

What about such a thing added into A_FireCustomMissile?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Use A_CustomMissile. In mode 2 it also works for weapons.
Inuyasha_989
Posts: 60
Joined: Sun Sep 04, 2005 3:05

Post by Inuyasha_989 »

O_O Thats the answer I was lookin for :D Thanks!
User avatar
Eriance
Posts: 150
Joined: Wed Mar 29, 2006 19:36
Location: Everywhere and nowhere
Contact:

Post by Eriance »

The Ultimate DooMer wrote:So with aimmode 1 the shot fires in a straight line with no z-height changes regardless of spawnheight? (like the chaos serpents in Hexen) Or is that aimmode 2 with 0 pitch?
I believe that aimmode one's projectiles will auto aim on targets whether when a target is within range and will head towards that target's center (by changing it's own angle and height as it flies). Aimmode 2 just flies in the straight line that it was told to, ignoring whether or not there is a target around.
User avatar
DoomRater
Posts: 397
Joined: Tue Jul 19, 2005 4:14
Location: Programmer's Room, talking to Will Harvey
Contact:

Post by DoomRater »

Okay, Does A_CustomMissile (when used from a player) use ammo or not?
Locked

Return to “Closed Feature Suggestions”