NORANDOMPUFFZ
Moderator: GZDoom Developers
- TheFortuneTeller
- Posts: 36
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NORANDOMPUFFZ
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.
Re: Disable random bullet puff z offset
YES YES YES OMG YES PLEASE YES
Re: Disable random bullet puff z offset
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. 

- TheFortuneTeller
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Re: Disable random bullet puff z offset
That's what I'm using it for. It works perfectly.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.

- TheFortuneTeller
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Re: FBF_- and CBAF_NORANDOMPUFFZ
Updated. It is now a flag for A_FireBullets and A_CustomBulletAttack.
EDIT: Also, why were those ever two different functions?
EDIT: Also, why were those ever two different functions?
Re: FBF_- and CBAF_NORANDOMPUFFZ
Well one is for weapons, while the other is used for monsters.
- TheFortuneTeller
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Re: FBF_- and CBAF_NORANDOMPUFFZ
Yes, I see now. For some reason I posted the question and then went to find out myself. Thanks, though.
- Xtyfe
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Re: FBF_- and CBAF_NORANDOMPUFFZ
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?
Edit - Also Player melee attacks are hitscans that use puffs, same thing too?
- TheFortuneTeller
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Re: FBF_- and CBAF_NORANDOMPUFFZ
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.
I'm not really sure about the current situation with rail attacks, so I'll hold off on that for now.
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: NORANDOMPUFFZ
added in r4170.
Re: FBF_- and CBAF_NORANDOMPUFFZ
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.TheFortuneTeller wrote:I'm not really sure about the current situation with rail attacks, so I'll hold off on that for now.
Re: NORANDOMPUFFZ
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()).
The puff object "Z_SunScannerPuff" is still randomly jumping up and down upon collision with anything in the world.
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
}
}
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Re: NORANDOMPUFFZ
I confirm; it doesn't work.
Here, run this.
Here, run this.
Re: NORANDOMPUFFZ
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
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.