NORANDOMPUFFZ

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TheFortuneTeller
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NORANDOMPUFFZ

Post by TheFortuneTeller »

These two flags disable the random z offset of bullet puffs.
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Last edited by TheFortuneTeller on Tue Feb 26, 2013 9:09 pm, edited 5 times in total.
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Nash
 
 
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Re: Disable random bullet puff z offset

Post by Nash »

YES YES YES OMG YES PLEASE YES
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Xaser
 
 
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Re: Disable random bullet puff z offset

Post by Xaser »

This does make more sense to add as a flag to A_FireBullets and relevant functions, IMO. This is most definitely a useful option, though. Legit laser sights might actually become a thing now. :P
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TheFortuneTeller
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Re: Disable random bullet puff z offset

Post by TheFortuneTeller »

Xaser wrote:This does make more sense to add as a flag to A_FireBullets and relevant functions, IMO. This is most definitely a useful option, though. Legit laser sights might actually become a thing now. :P
That's what I'm using it for. It works perfectly. :)
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TheFortuneTeller
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Re: FBF_- and CBAF_NORANDOMPUFFZ

Post by TheFortuneTeller »

Updated. It is now a flag for A_FireBullets and A_CustomBulletAttack.

EDIT: Also, why were those ever two different functions?
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Blox
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Re: FBF_- and CBAF_NORANDOMPUFFZ

Post by Blox »

Well one is for weapons, while the other is used for monsters.
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TheFortuneTeller
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Re: FBF_- and CBAF_NORANDOMPUFFZ

Post by TheFortuneTeller »

Yes, I see now. For some reason I posted the question and then went to find out myself. Thanks, though.
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Xtyfe
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Re: FBF_- and CBAF_NORANDOMPUFFZ

Post by Xtyfe »

Do rail functions have this problem too? Are they not hitscans that use puffs too? This should be considered for them as well if so

Edit - Also Player melee attacks are hitscans that use puffs, same thing too?
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TheFortuneTeller
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Re: FBF_- and CBAF_NORANDOMPUFFZ

Post by TheFortuneTeller »

You are right about melee attacks. I've updated the patch and thread title.

I'm not really sure about the current situation with rail attacks, so I'll hold off on that for now.
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Graf Zahl
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Re: NORANDOMPUFFZ

Post by Graf Zahl »

added in r4170.
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Enjay
 
 
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Re: FBF_- and CBAF_NORANDOMPUFFZ

Post by Enjay »

TheFortuneTeller wrote:I'm not really sure about the current situation with rail attacks, so I'll hold off on that for now.
Puffs can be allocated in [wiki]A_RailAttack[/wiki] but by default they don't normally appear. You use them to give the rail damage types in a similar way to how puffs do this for other hitscan attacks. You can opt to have them appear though. Quite how they behave when they do appear, I don't know.
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Nash
 
 
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Re: NORANDOMPUFFZ

Post by Nash »

I tried this but it doesn't seem to work. I don't have time to isolate the relevant code to demonstrate my trouble with getting it work right now so... can anyone post a simple demo that shows that this works?

I am calling A_FireBullets from an inventory item that the player auto-uses every tic (called by a looping ACS script and UseInventory()).

Code: Select all

Actor Z_SunScanner : ArtiEgg
{    
    +INVENTORY.QUIET
    +INVENTORY.UNDROPPABLE
    +INVENTORY.HUBPOWER
    +INVENTORY.PERSISTENTPOWER
    -INVENTORY.INVBAR
    -INVENTORY.PICKUPFLASH
    Inventory.Amount 1
    Inventory.MaxAmount 1
    States
    {
        Use:
            TNT1 A 0 A_FireBullets(ACS_NamedExecuteWithResult("Script_SunScannerHorizontal") - angle + 180,
                                    ACS_NamedExecuteWithResult("Script_SunScannerVertical"),
                                    2,
                                    0,
                                    "Z_SunScannerPuff",
                                    FBF_NORANDOM | FBF_EXPLICITANGLE | FBF_NOFLASH | FBF_NOPITCH | FBF_NORANDOMPUFFZ, 0)
            Stop
    }
}
The puff object "Z_SunScannerPuff" is still randomly jumping up and down upon collision with anything in the world.
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Re: NORANDOMPUFFZ

Post by Blue Shadow »

I confirm; it doesn't work.

Here, run this.
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Nash
 
 
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Re: NORANDOMPUFFZ

Post by Nash »

Right. Had some spare time today so I threw this together real quick. Feature isn't working.
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TheFortuneTeller
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Re: NORANDOMPUFFZ

Post by TheFortuneTeller »

Some of the changes are missing in the source code update. You can look at the changelog and see that some of the lines from the patch are missing.
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