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A_Custom Railgun range
Posted: Sun Jun 01, 2008 1:31 pm
by Daniel
Hello
I just want to make a request: add a variable to A_CustomRailgun, in which you could modify the railgun range. This could also be good for running memory, avoiding weirdness railgun shots on very large room maps.
Re: A_Custom Railgun range
Posted: Mon Jun 02, 2008 6:58 am
by Onslaught Six
What do you mean by range? I'm not understanding.
Re: A_Custom Railgun range
Posted: Mon Jun 02, 2008 7:04 am
by Ichor
I think he means a maximum distance the rail would travel, similar to what's in A_FireBullets.
Re: A_Custom Railgun range
Posted: Mon Jun 02, 2008 8:01 am
by Cutmanmike
Daniel wrote:This could also be good for running memory, avoiding weirdness railgun shots on very large room maps.
For this reason it's useless because the "weirdness" is caused by the value of the cvar r_maxparticles. If it's low, the railgun won't display if it's shot really far away (but the shot will still count). You should make it a higher value on the console to stop it happening.
However, a railgun range might be good for other things such as a laser weapon or something.
Re: A_Custom Railgun range
Posted: Mon Jun 02, 2008 9:28 am
by Amuscaria
Cutmanmike wrote:However, a railgun range might be good for other things such as a laser weapon or something.
How about just a Beam function for that? Something like "A_Beam(texture, damage, range, use-ammo, alpha, render-mode, blah-blah)"?

Re: A_Custom Railgun range
Posted: Mon Jun 02, 2008 9:28 am
by Amuscaria
Cutmanmike wrote:However, a railgun range might be good for other things such as a laser weapon or something.
How about just a Beam function for that? Something like "A_Beam(texture, damage, range, use-ammo, alpha, render-mode, blah-blah)"?

Re: A_Custom Railgun range
Posted: Mon Jun 02, 2008 9:39 am
by CaptainToenail
Yep, what would be really handy for the railgun functions would be range, particle graphic, particle fade time, and if it stops as soon as it hits a target instead of going right through.
Re: A_Custom Railgun range
Posted: Mon Jun 02, 2008 3:23 pm
by XutaWoo
Unless you're talking about ranbow-colored Railguns or something like that, Eriance, I don't see how texture would work outside of GZDoom.
Re: A_Custom Railgun range
Posted: Sun Jun 15, 2008 8:44 pm
by Daniel
Range for A_CustomRailgun could be useful for a lot of things, not just for the "bug from long range". You can even make melee laser-like weapons...
So Graf, how about it?
Re: A_Custom Railgun range
Posted: Sun Aug 25, 2013 7:32 pm
by Xaser
Interesting to see how many old railgun feature suggestions are still open. This one's yet another that's in now and can be safely closed.
Re: A_Custom Railgun range
Posted: Tue Aug 27, 2013 6:23 pm
by Amuscaria
Eriance wrote:How about just a Beam function for that? Something like "A_Beam(texture, damage, range, use-ammo, alpha, render-mode, blah-blah)"?

Noob...what kinda suggestion is that? :/ GTFO.
Re: A_Custom Railgun range
Posted: Wed Aug 28, 2013 6:13 pm
by Major Cooke
Eriance, this is just for you.

Re: A_Custom Railgun range
Posted: Wed Aug 28, 2013 8:29 pm
by Xaser
That widescreen weapon handling is glorious.
Also, AMMO TYPES
Re: A_Custom Railgun range
Posted: Thu Aug 29, 2013 10:55 am
by Major Cooke
Wasn't my fault. That's how the graphics came.

I was only trying to give Eriance an alternative means to a "customized" rail effect using projectiles and A_Warp.
You can easily look for the gluon gun's code and see how it's done. It was actually pretty simple (including a rotating outer beam too!) in AEons of Death.