A_Custom Railgun range

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Daniel
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A_Custom Railgun range

Post by Daniel »

Hello

I just want to make a request: add a variable to A_CustomRailgun, in which you could modify the railgun range. This could also be good for running memory, avoiding weirdness railgun shots on very large room maps.
Onslaught Six
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Re: A_Custom Railgun range

Post by Onslaught Six »

What do you mean by range? I'm not understanding.
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Ichor
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Re: A_Custom Railgun range

Post by Ichor »

I think he means a maximum distance the rail would travel, similar to what's in A_FireBullets.
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Cutmanmike
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Re: A_Custom Railgun range

Post by Cutmanmike »

Daniel wrote:This could also be good for running memory, avoiding weirdness railgun shots on very large room maps.
For this reason it's useless because the "weirdness" is caused by the value of the cvar r_maxparticles. If it's low, the railgun won't display if it's shot really far away (but the shot will still count). You should make it a higher value on the console to stop it happening.

However, a railgun range might be good for other things such as a laser weapon or something.
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Amuscaria
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Re: A_Custom Railgun range

Post by Amuscaria »

Cutmanmike wrote:However, a railgun range might be good for other things such as a laser weapon or something.
How about just a Beam function for that? Something like "A_Beam(texture, damage, range, use-ammo, alpha, render-mode, blah-blah)"? :D
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Amuscaria
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Re: A_Custom Railgun range

Post by Amuscaria »

Cutmanmike wrote:However, a railgun range might be good for other things such as a laser weapon or something.
How about just a Beam function for that? Something like "A_Beam(texture, damage, range, use-ammo, alpha, render-mode, blah-blah)"? :D
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Re: A_Custom Railgun range

Post by CaptainToenail »

Yep, what would be really handy for the railgun functions would be range, particle graphic, particle fade time, and if it stops as soon as it hits a target instead of going right through.
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XutaWoo
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Re: A_Custom Railgun range

Post by XutaWoo »

Unless you're talking about ranbow-colored Railguns or something like that, Eriance, I don't see how texture would work outside of GZDoom.
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Daniel
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Re: A_Custom Railgun range

Post by Daniel »

Range for A_CustomRailgun could be useful for a lot of things, not just for the "bug from long range". You can even make melee laser-like weapons...

So Graf, how about it?
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Xaser
 
 
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Re: A_Custom Railgun range

Post by Xaser »

Interesting to see how many old railgun feature suggestions are still open. This one's yet another that's in now and can be safely closed.
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Amuscaria
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Re: A_Custom Railgun range

Post by Amuscaria »

Eriance wrote:How about just a Beam function for that? Something like "A_Beam(texture, damage, range, use-ammo, alpha, render-mode, blah-blah)"? :D
Noob...what kinda suggestion is that? :/ GTFO.
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Major Cooke
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Re: A_Custom Railgun range

Post by Major Cooke »

Eriance, this is just for you.
Image
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Xaser
 
 
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Re: A_Custom Railgun range

Post by Xaser »

That widescreen weapon handling is glorious.

Also, AMMO TYPES
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Re: A_Custom Railgun range

Post by Major Cooke »

Wasn't my fault. That's how the graphics came. :P I was only trying to give Eriance an alternative means to a "customized" rail effect using projectiles and A_Warp.

You can easily look for the gluon gun's code and see how it's done. It was actually pretty simple (including a rotating outer beam too!) in AEons of Death.
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