[Added] A_WolfAttack

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Re: A_WolfAttack

Postby Gez » Mon Mar 07, 2011 4:23 am

Enjay wrote:Would there be any way (or any need?) to expose those features so that they could be used in other attacks. ie, you get the realism of the Doom system hitting the first shootable target in the path, but also the nice effect of the "dodge" and the speed related inaccuracy (and the distance degradation) - or are they intrinsically linked to an attack that "rolls to hit" (which I suspect may be the case)?

They could be implemented in normal hitscans by simply increasing the maximum spread angle in such conditions.
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Re: A_WolfAttack

Postby AFADoomer » Thu Mar 10, 2011 7:33 pm

In live testing, the damage levels seem to be significantly higher than in Wolf3D... Using something like:
Code: Select allExpand view
WBOS FG 5 BRIGHT A_WolfAttack("boss/attack", 0.666, 64, 64, 2, 4, 160.0)
as one of the HansGrosse attacks seems to damage at 2-3 times the rate of Wolf3D when at range (as observed in Dosbox). Though this could be an effect of Wolf's weighted "random" number table (that or something I did to compensate when using hitscans is now causing problems).
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Re: A_WolfAttack

Postby Gez » Fri Mar 11, 2011 8:45 am

Interesting. I looked into the TakeDamage() function to see if there were an explanation, but it only shows that damage are quartered in the baby skill ("Can I play, Daddy?"), no other adjustments.
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Re: A_WolfAttack

Postby Gez » Sun Apr 17, 2011 9:19 am

New version of the patch. The first argument is now for the flags (just put 0 to get default behavior). I've added NORANDOM and USEPUFF. Also made it spawn blood, puff, and blood decals. Any comment, problem or niggle?
Attachments
WolfAttack.zip
(1.94 KiB) Downloaded 40 times
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Re: A_WolfAttack

Postby NeuralStunner » Sun Apr 17, 2011 1:22 pm

Gez wrote:Any comment, problem or niggle?
My comment: FBF_FALLOFF. :P
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Re: A_WolfAttack

Postby Gez » Sun Apr 17, 2011 2:18 pm

Out of scope of this thing. I'm not going to put either/or codepaths in standard hitscan functions to have them do the scan either with a trace or with a range check + sight check.
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Re: A_WolfAttack

Postby NeuralStunner » Sun Apr 17, 2011 2:19 pm

Gez wrote:Out of scope of this thing. I'm not going to put either/or codepaths in standard hitscan functions to have them do the scan either with a trace or with a range check + sight check.
Mainly I was referring to an A_FireBullets flag to reduce damage toward the given maximum range, similarly to A_Explode.
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Re: A_WolfAttack

Postby Major Cooke » Wed May 11, 2011 2:36 pm

Right then, so, could we get a page up on the wiki please? I would do it but since there was additional changes I have that feeling I might miss something, and then people will start putting up bug reports and what not.
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