A_CustomPunch arc function
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- wildweasel
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A_CustomPunch arc function
Firstly, I'm not sure if the best way to implement this would be as an arg for A_CustomPunch or inventing an entirely new action function...
The idea here is to implement a new melee attack function that causes a given attack to target a number of foes along a horizontal angle, useful for swinging weapons. The purpose would be to implement melee attacks that do not require the player to have their crosshair directly on the target. Args would include angle (how wide the attack arc would be), radius (the distance said arc travels from the player in units), and hitlimit (the maximum number of targets in the arc that can take damage from the attack - targets are counted by distance, starting from closest to the player. If the limit is reached, further targets in the arc will not receive damage.)
The idea here is to implement a new melee attack function that causes a given attack to target a number of foes along a horizontal angle, useful for swinging weapons. The purpose would be to implement melee attacks that do not require the player to have their crosshair directly on the target. Args would include angle (how wide the attack arc would be), radius (the distance said arc travels from the player in units), and hitlimit (the maximum number of targets in the arc that can take damage from the attack - targets are counted by distance, starting from closest to the player. If the limit is reached, further targets in the arc will not receive damage.)
- NeuralStunner
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Re: A_CustomPunch arc function
Swinging weapons? I like. 

Re: A_CustomPunch arc function
Perhaps even cooler would be an angle offset setting, where the arc only starts after x degrees.
Though now that I think of it, perhaps making it with an ArcStart and an ArcEnd argument - with 0 awkwardly being the center of the screen. (Positive numbers being towards the left of the screen, negative right.)
That way you could make a short arc starting from the very right going a bit to the left, then very shortly afterwards do an arc that continues the previous, etc. (Think of the Quietus swing, for an example.)
Even cooler would be specifying a vertical offset of the puff, which could make for even more nitpickingly correct attacks.
Though now that I think of it, perhaps making it with an ArcStart and an ArcEnd argument - with 0 awkwardly being the center of the screen. (Positive numbers being towards the left of the screen, negative right.)
That way you could make a short arc starting from the very right going a bit to the left, then very shortly afterwards do an arc that continues the previous, etc. (Think of the Quietus swing, for an example.)
Even cooler would be specifying a vertical offset of the puff, which could make for even more nitpickingly correct attacks.
Re: A_CustomPunch arc function
Seems to further extend my A_CustomPunch extension suggestions which I've made before and its still in this section of the forum.
Then someone else also made some topics about this.
So, your request goes in line with something that A_CustomPunch needs: The ability to customize the angle at which the attack -can hit-. Hexen have this naturally, the weapons can hit widely and don't need god-like precision to hit.
That option should exist by itself, plus I like your suggestion on top of it. But if the degrees was customizable, as well as having an option to -not- move the view of the player on a hit, it could be made to do what you're describing, I would think.
However this is tackled, I really hope to see this function extended, because it really is just too limiting!
Then someone else also made some topics about this.
So, your request goes in line with something that A_CustomPunch needs: The ability to customize the angle at which the attack -can hit-. Hexen have this naturally, the weapons can hit widely and don't need god-like precision to hit.
That option should exist by itself, plus I like your suggestion on top of it. But if the degrees was customizable, as well as having an option to -not- move the view of the player on a hit, it could be made to do what you're describing, I would think.
However this is tackled, I really hope to see this function extended, because it really is just too limiting!
Re: A_CustomPunch arc function
And having a swing from a sword hit the exact same spot is just silly.
- Lord Misfit
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Re: A_CustomPunch arc function
I agree with this notion for making swing arcs for melee. ;P
- DoomRater
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Re: A_CustomPunch arc function
As long as the arc can reach all around the player like an explosion radius, I'm good too. Makes emulating other weapons easier too.
- Xtyfe
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Re: A_CustomPunch arc function
It still baffles me why there are still some vanilla functions that are not customizable or can not be easily replicated with new functions for modding. So with that, I strongly support this 

- Ral22
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Re: A_CustomPunch arc function
Full and extended support for potential swinging weapons and other possibilities; count me in as a vote for this.
- wildweasel
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Re: A_CustomPunch arc function
Idea for extra flag specifically for the arc function:
CPF_SWINGLTR - Hit-limit (number of targets that can be attacked by arc) is calculated from the left side of the arc to the right side. Default is right to left.
Example: Player is swinging a sword (from the right to the left), with the hit-limit argument set to 3 (maximum of three targets can be damaged by this attack). Player currently has five Imps in front of him. Since the arc is calculated right-to-left, the first three imps from the right side of the screen die, while the last two are spared since the arc is limited from attacking more of them. If CPF_SWINGLTR were applied, the three leftmost Imps would die, with the two on the right taking no damage from the attack.
The hit-limit arg will be a highly useful tool for gameplay balance for longer-range weapons, as it would be quite preposterous to have a swinging crowbar able to kill upwards of 10 zombiemen in a single swing. =P
CPF_SWINGLTR - Hit-limit (number of targets that can be attacked by arc) is calculated from the left side of the arc to the right side. Default is right to left.
Example: Player is swinging a sword (from the right to the left), with the hit-limit argument set to 3 (maximum of three targets can be damaged by this attack). Player currently has five Imps in front of him. Since the arc is calculated right-to-left, the first three imps from the right side of the screen die, while the last two are spared since the arc is limited from attacking more of them. If CPF_SWINGLTR were applied, the three leftmost Imps would die, with the two on the right taking no damage from the attack.
The hit-limit arg will be a highly useful tool for gameplay balance for longer-range weapons, as it would be quite preposterous to have a swinging crowbar able to kill upwards of 10 zombiemen in a single swing. =P
Re: A_CustomPunch arc function
I like this idea. If it were implemented, I hope there is the option of disabling the view snapping that happens with the regular fists when a punch connects.
- NeuralStunner
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Re: A_CustomPunch arc function
There's no vanilla feature for this function. Why do you even need to bring that up yet again?Xtyfe wrote:It still baffles me why there are still some vanilla functions that are not customizable or can not be easily replicated with new functions for modding.
Also, nobody has needed most of the as yet ungeneralized behaviors. The rest nobody's gotten around to doing. Not sure why that "baffles" you.
Re: A_CustomPunch arc function
He's probably referring to Hexen's fist -- it's not vanilla Doom, but still sorta matches the label. Your second line still applies, though -- it's not done yet because nobody's asked for it or thought about it until this thread.
- ChronoSeth
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- NeuralStunner
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Re: A_CustomPunch arc function
Which isn't the same as this suggestion, as the punch could still only hit one enemy at a time. (And worked out from the middle and... Well, read [wiki=A_FPunchAttack]the wiki entry[/wiki].)Xaser wrote:He's probably referring to Hexen's fist -- it's not vanilla Doom, but still sorta matches the label.