Plasma Ball placement
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- BlueFireZ88
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Plasma Ball placement
I noticed in Vanilla Doom that the plasma sprites look as if they appear from the gun themselves. Is there a way of replicating this with a replacement actor?
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Re: Plasma Ball placement
Maybe you could fire an invisible, 0-speed projectile that, itself, fires the "real" projectile using [wiki]A_SpawnItemEx[/wiki] with some offsetting. I'm not sure if it'll work flawlessly, though.
NeuralStunner made something, dubbed "Projectile Spawner", that you could probably use as base.
NeuralStunner made something, dubbed "Projectile Spawner", that you could probably use as base.
- BlueFireZ88
- Posts: 1087
- Joined: Tue Jan 18, 2011 9:04 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Tallon IV
- Contact:
Re: Plasma Ball placement
Where would I place this dummy actor though? In the plasma ball replacement actor? Or the weapon itself?
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- Posts: 4949
- Joined: Sun Nov 14, 2010 12:59 am
Re: Plasma Ball placement
The idea is that the weapon fires the dummy projectile, and the dummy projectile fires the "real" plasma ball one.
Oh I just thought, if you're going with Neural's code, then 0-speed isn't viable, in this case.
Oh I just thought, if you're going with Neural's code, then 0-speed isn't viable, in this case.
Re: Plasma Ball placement
Using a dummy projectile like that is probably more trouble than it's worth. It'd work better to either lower the spawnheight in A_FireCustomMissile or do what I do sometimes and make the first tic of the projectile animation be invisible -- this usually results in making the projectile look like it comes from the end of the gun rather than from the player's chest. It delays the shot slightly, but not enough that it's noticeable.
If you do go with the Neural method, though, keep in mind that you can still make the dummy projectile have a speed greater than zero and destroy it in less than a tic. It's easy enough to make it never affect actors anyway (+THRUACTORS mainly) even if it lasts for a tic, so no biggie there.
If you do go with the Neural method, though, keep in mind that you can still make the dummy projectile have a speed greater than zero and destroy it in less than a tic. It's easy enough to make it never affect actors anyway (+THRUACTORS mainly) even if it lasts for a tic, so no biggie there.