The "How do I..." Thread

Archive of the old editing forum
Forum rules
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.
User avatar
edward850
Posts: 5890
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

Re: The "How do I..." Thread

Post by edward850 »

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.
A_RailAttack is entirely that anyway. It has never used autoaim due to how it's designed as a pinpoint attack.
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: The "How do I..." Thread

Post by SamVision »

How doth one accomplish such feat though? How can you make the rail attack aim at a monster independently of the player's aim?
User avatar
edward850
Posts: 5890
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

Re: The "How do I..." Thread

Post by edward850 »

... Wait, so are you or aren't you talking about the autoaim function? And no, A_RailAttack cannot autoaim.
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: The "How do I..." Thread

Post by SamVision »

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.
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US
Contact:

Re: The "How do I..." Thread

Post by Ed the Bat »

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.
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: The "How do I..." Thread

Post by SamVision »

Neat, I'll take a look.
User avatar
MetroidJunkie
Posts: 709
Joined: Fri Aug 19, 2011 7:27 am

Re: The "How do I..." Thread

Post by MetroidJunkie »

How to make the player be a different class from level to level? They're custom levels so ACS will work.
User avatar
edward850
Posts: 5890
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

Re: The "How do I..." Thread

Post by edward850 »

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.
User avatar
TheBadHustlex
Posts: 1914
Joined: Thu Oct 03, 2013 12:50 am
Location: 'stria

Re: The "How do I..." Thread

Post by TheBadHustlex »

MetroidJunkie wrote:How to make the player be a different class from level to level? They're custom levels so ACS will work.
The only thing I know that can make the player feel like a different class is SetActorProperty.
User avatar
cocka
Posts: 1520
Joined: Sat Jul 02, 2011 7:21 am
Location: Hungary

Re: The "How do I..." Thread

Post by cocka »

the player feel like a different class is SetActorProperty.
Really? And which property did you think of?

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.
User avatar
TheBadHustlex
Posts: 1914
Joined: Thu Oct 03, 2013 12:50 am
Location: 'stria

Re: The "How do I..." Thread

Post by TheBadHustlex »

cocka wrote:
the player feel like a different class is SetActorProperty.
Really? And which property did you think of?
Well.
-AttackZOffset
-DamageFactor
-JumpZ
-Mass
-SpawnHealth
-Speed
-Viewheight.

Of course, not nearly as flexible as a player-class.
User avatar
MetroidJunkie
Posts: 709
Joined: Fri Aug 19, 2011 7:27 am

Re: The "How do I..." Thread

Post by MetroidJunkie »

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.
PSTrooper
Posts: 191
Joined: Wed Oct 16, 2013 1:40 pm

Re: The "How do I..." Thread

Post by PSTrooper »

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?
Blue Shadow
Posts: 5046
Joined: Sun Nov 14, 2010 12:59 am

Re: The "How do I..." Thread

Post by Blue Shadow »

Yes, monsters can have armor, just like the player. You just need to give it to them.
User avatar
Carbine Dioxide
Posts: 1936
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

Re: The "How do I..." Thread

Post by Carbine Dioxide »

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.
Locked

Return to “Editing (Archive)”