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[already in] Vertical spread for A_(Fire)CustomMissile
Posted: Fri Nov 11, 2005 23:17
by Inuyasha_989
I'm sure you've heard many people try and suggest adding a vertical spread to custom missiles (fired, or enemy fired), but I'd like to at least see it here where my feature suggestions will be heard.
So how about it? (I tried adding it myself, and I was completely lost

)
Posted: Fri Nov 11, 2005 23:36
by TheDarkArchon
I strongly support the above poster.
Posted: Sat Nov 12, 2005 18:51
by Inuyasha_989
Glad to see I've got some support, any more takers?
Seriously, having this would let us make MUCH better weapons (or monsters).
Posted: Sat Nov 12, 2005 19:17
by Soultaker
Can already be done for player weapons unless I am wrong. Check the ZDooM Wiki just incase. As for enemies it would be a great idea. The Cyberdemon alone looks gay as hell firing the rocket from his waist.

Posted: Sat Nov 12, 2005 19:38
by Graf Zahl
What makes you think that the spawn height of a missile can't be set?
Posted: Sat Nov 12, 2005 19:42
by Inuyasha_989
I'm not sure if I clerified properly, I mean like a z-angle for the missiles. Give them an arc (as if you're aiming up/down).
Posted: Sat Nov 12, 2005 22:17
by Graf Zahl
You already can. The syntax for A_CustomMissile is:
A_CustomMissile(type, spawnheight, spawnoffset_xy, angle, aimmode, pitch)
although pitch only works when aimmode is 2. In this mode the missile isn't aimed at the monster's target though.
Posted: Sat Nov 12, 2005 22:20
by Inuyasha_989
What about A_FireCustomMissile?
(That's what I was mainly inquiring about, should have been more clear

)
Posted: Mon Nov 14, 2005 19:25
by Zeg-Vok
Graf Zahl wrote:You already can. The syntax for A_CustomMissile is:
A_CustomMissile(type, spawnheight, spawnoffset_xy, angle, aimmode, pitch)
although pitch only works when aimmode is 2. In this mode the missile isn't aimed at the monster's target though.
Why is none of this in the Wiki! DAMN!
Posted: Mon Nov 14, 2005 22:37
by Inuyasha_989
Is the same action in A_FireCustomMissile? >_<
Posted: Mon Nov 14, 2005 23:05
by Graf Zahl
No. And it won't be added. You can use A_CustomMissile in this mode for players as well.
Posted: Mon Nov 14, 2005 23:31
by Zeg-Vok
Aimmode means what?
Posted: Tue Nov 15, 2005 0:23
by Graf Zahl
0 means aim at the target.
1 means shoot parallel to a line from source to target
2 means don't aim at all and allow specifying a pitch.
Posted: Tue Nov 15, 2005 0:34
by Zeg-Vok
I noticed with Aimmode 2, you cant shoot up and down . . .
Posted: Wed Nov 16, 2005 18:52
by The Ultimate DooMer
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?