Or must that be a console/compatibility option affecting all hitscans and projectiles? I'd like to play doom.wad with it. You can have some real fun with spidermastermind - set low gravity, try to jump on it, and he'll push you upwards with his chaingun
[DECORATE] ThrustZ flag for projectiles
Moderator: GZDoom Developers
[DECORATE] ThrustZ flag for projectiles
Normally an Actor that was hit by projectile or bullet gaines X and Y momentum, ignoring vertical angle between the actors and projectile. With ThrustZ flag a projectile will also thrust actor by Z axis.
Or must that be a console/compatibility option affecting all hitscans and projectiles? I'd like to play doom.wad with it. You can have some real fun with spidermastermind - set low gravity, try to jump on it, and he'll push you upwards with his chaingun
I also need this feature for realystic physics in my project. For now the only way to make actor gain z momentum is to use a projectile with radiusdamage.
Or must that be a console/compatibility option affecting all hitscans and projectiles? I'd like to play doom.wad with it. You can have some real fun with spidermastermind - set low gravity, try to jump on it, and he'll push you upwards with his chaingun
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CaptainToenail
- Posts: 3975
- Joined: Fri Jul 06, 2007 9:16 am
Re: [DECORATE] ThrustZ flag for projectiles
You can do this with custom pain states and Z thrusting, by the way
Re: [DECORATE] ThrustZ flag for projectiles
By the way, I can't
Currently there is no way to get coordinates of the thing that hit you using acs. I can do constant or random z thrusting, but I can't do thrusting that will depend on angle between the actors.
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CaptainToenail
- Posts: 3975
- Joined: Fri Jul 06, 2007 9:16 am
Re: [DECORATE] ThrustZ flag for projectiles
Sure you can, just use A_FaceTarget.
Re: [DECORATE] ThrustZ flag for projectiles
For hitscans it may be useful. But what about projectiles? As I know, using facetarget won't turn actor to the projectile that hit him.
For hitscans It's simple, but projectiles... I was thinking about it, and I think the most realystic way is to thrust actors using projectiles' pitch, not the angle between projectile and the actor as I said before (this will be looking like billiard)
Sorry please, my English sucks=) I hope, you understood...
For hitscans It's simple, but projectiles... I was thinking about it, and I think the most realystic way is to thrust actors using projectiles' pitch, not the angle between projectile and the actor as I said before (this will be looking like billiard)
Sorry please, my English sucks=) I hope, you understood...