A_RailAttack is entirely that anyway. It has never used autoaim due to how it's designed as a pinpoint attack.SamVision wrote:I'll see if I can recreate this somehow, but the main issue is having the hitscan shots aim independently of the player's aim based on what enemies are on-screen. I don't think it is possible with normal hitscans but I have yet to try A_RailAttack for this purpose.
The "How do I..." Thread
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Re: The "How do I..." Thread
Re: The "How do I..." Thread
How doth one accomplish such feat though? How can you make the rail attack aim at a monster independently of the player's aim?
Re: The "How do I..." Thread
... Wait, so are you or aren't you talking about the autoaim function? And no, A_RailAttack cannot autoaim.
Re: The "How do I..." Thread
Okay then, so is there a way I can make normal hitscan attacks aim independently of each other and the player's aim, and automatically hit any monster in the player's view? You know, just like the Doom 64 unmaker.
- Ed the Bat
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Re: The "How do I..." Thread
I made a feature suggestion a couple of years ago to allow A_RailAttack to honor autoaim, but I'm still waiting. However, someone kindly created a method to get me the results I wanted.
Re: The "How do I..." Thread
Neat, I'll take a look.
- MetroidJunkie
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Re: The "How do I..." Thread
How to make the player be a different class from level to level? They're custom levels so ACS will work.
Re: The "How do I..." Thread
You don't. The player class isn't designed to be dynamically changed.
You can morph them, but it's designed for a specific function, and as such the weapon system has drastic limitations.
You can morph them, but it's designed for a specific function, and as such the weapon system has drastic limitations.
- TheBadHustlex
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Re: The "How do I..." Thread
The only thing I know that can make the player feel like a different class is SetActorProperty.MetroidJunkie wrote:How to make the player be a different class from level to level? They're custom levels so ACS will work.
Re: The "How do I..." Thread
Really? And which property did you think of?the player feel like a different class is SetActorProperty.
shadowcaster x was a cheat code (among other things) in Hexen providing the player to switch among playerclasses ingame, but I think ZDoom doesn't support this because of the following reasons:
1. The player itself chooses a player character before starting the game.
2. I'm quite sure that the spawned items for one character cannot be replaced by the ones spawned for another one ingame. That was also a problem in vanilla Hexen too.
- TheBadHustlex
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Re: The "How do I..." Thread
Well.cocka wrote:Really? And which property did you think of?the player feel like a different class is SetActorProperty.
-AttackZOffset
-DamageFactor
-JumpZ
-Mass
-SpawnHealth
-Speed
-Viewheight.
Of course, not nearly as flexible as a player-class.
- MetroidJunkie
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Re: The "How do I..." Thread
TheBadHustlex wrote:
Well.
-AttackZOffset
-DamageFactor
-JumpZ
-Mass
-SpawnHealth
-Speed
-Viewheight.
Of course, not nearly as flexible as a player-class.
I was hoping to change every aspect about the player because I was planning to make a game where, each level, you play as a different creature trying to survive.
Re: The "How do I..." Thread
Is there a way to give a custom enemy an armor amount, so that it factors in to the amount of hits it takes to kill it?
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Re: The "How do I..." Thread
Yes, monsters can have armor, just like the player. You just need to give it to them.
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Re: The "How do I..." Thread
Is there a way to make a projectile force the Doom blood actor out of a monster? Last time I checked, a projectile doesn't make a monster bleed, just bullet puffs.