To be honest, I find A_CustomPunch is lacking in... punch. Forgive the bad pun. The few features common to Hexen melee weapons helps in making them a lot more enjoyable and are hard to replicate properly.
I'm talking about:
-Push back on hit. Its also a clean push that doesn't freeze the monster during pushback (contrary to A_RadiusThrust, which freezes the monster for a little while, and is all around unreliable), or deal damage if pushed in a wall. A_FPunchAttack does this very well, even at different intensity, telling me this could be yet another parameter for A_CustomPunch.
-Hit in a 90 degree cone. I would imagine this to be a flag, and not so configurable. A_FPunchAttack "searches" for possible target in the cone, making the use of melee weapons much easier. The way it works right now, one-hit melee weapons can be extremely annoying to hit with, nevermind trying to hit something small.
Generalization of A_FPunchAttack for A_CustomPunch
Moderator: GZDoom Developers
- NeuralStunner
-
- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: Generalization of A_FPunchAttack for A_CustomPunch
You reminded me to finally post this suggestion.
If it were to be added, I imagine another flag to turn the random spread into a search cone could be possible.

- XutaWoo
- Posts: 4005
- Joined: Sat Dec 30, 2006 4:25 pm
- Location: beautiful hills of those who are friends
- Contact:
Re: Generalization of A_FPunchAttack for A_CustomPunch
I agree on with this. Although maybe the cone should be customizable. A wide swing of a sword it more likely to hit to the side compared to a stab with a knife, after all.
Re: Generalization of A_FPunchAttack for A_CustomPunch
And if the scanning in a cone feature is implemented, a way to turn off the "turn to face enemy" bit would be nice. EDIT, forgot about puffs being able to do sounds.
Last edited by amv2k9 on Sat Apr 09, 2011 1:40 pm, edited 1 time in total.
- XutaWoo
- Posts: 4005
- Joined: Sat Dec 30, 2006 4:25 pm
- Location: beautiful hills of those who are friends
- Contact:
Re: Generalization of A_FPunchAttack for A_CustomPunch
The sound stuff is already done by the puff, amv.
-
- Posts: 1774
- Joined: Sat Oct 17, 2009 9:40 am
Re: Generalization of A_FPunchAttack for A_CustomPunch
uh, how many parameters can be added to A_CustomPunch?
edit: no need to answer that, I got it already thanks
edit: no need to answer that, I got it already thanks
Last edited by Edward-san on Wed May 16, 2012 3:14 pm, edited 1 time in total.
- NeuralStunner
-
- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: Generalization of A_FPunchAttack for A_CustomPunch
I've always thought that this funxction needs spread parameters in general (like bullet attacks) including an ABSOLUTEANGLE flag. This would make a good flag too, I imagine.