new A_RailAttack

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Expand view Topic review: new A_RailAttack

by Jake Merlin » Fri Aug 04, 2006 6:27 pm

how do i make the railgun attack so it auto aims at any hight? like other weapons?

by ant1991331 » Sat Jul 16, 2005 1:01 am

(sorry bout the big pics,) ahhwell, we'll call it the LINKED link gun, ha! hows that, cause the powered link X4 does......

by Grubber » Fri Jul 15, 2005 10:39 am

No you can't, because railgun goes through things but linkgun doesn't

Re: new A_RailAttack

by ant1991331 » Fri Jul 15, 2005 6:12 am

kgsws wrote:EDIT:
I changet A_RailAttack an i get this:
A_RailAttack(damage,offset,useammo,color1(r),color1(g),color1(b),color2(r),color2(g),color2(b),flash,tolerance)
And added :
A_MonsterRailAttack(damage,color1(r),color1(g),color1(b),color2(r),color2(g),color2(b),flash,tolerance)
you can download it here: http://www.zdoom.ic.cz/download/kgzdoom.rar
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Image
this should be added into a later version of .96x (you could easily make a link gun with it (without the linking to teammates effect))

by Xaser » Wed Jul 13, 2005 10:29 pm

Heh, well, it's good to know that it's a planned feature. Thanks. :P

by skadoomer » Wed Jul 13, 2005 8:26 pm

grubber told me it needs to be re-written before it can be incorporated into the unnoficial version. Beleave me, i'd like them in there more than anything.

by Xaser » Wed Jul 13, 2005 3:44 pm

Just one question: Have those "flash" effects or whatever they're called (the randomly zig-zagging particle trails) been implemented yet? I'd like to use this for a lightning gun-type thing.

by DoomRater » Tue Jul 12, 2005 9:41 pm

Graf Zahl wrote:And how does this help us? Most people have no clue whatsoever how to interpret a palette. Plus, Heretic's, Hexen's and Strife's palettes are completely different so one had to do it again for those games.
DOWN WITH THE PALETTE!

Oh that one that says none and uh when put in there just gives the little trail? It's the same paramaters as the trail color, only for the spiral. saying none just means it doesn't get drawn.

by Talonos » Wed Jun 29, 2005 7:22 am

Yeah, only more flexible.

by Anakin S. » Tue Jun 28, 2005 9:06 pm

Wouldn't the x offset do the same thing as FireRailgunLeft or FireRailgunRight?

by killingblair » Tue Jun 28, 2005 8:06 pm

I mean like the FireRailgunLeft or FireRailgunRight pointers in dehacked. Not an x shift.

by Talonos » Tue Jun 28, 2005 6:40 pm

The last part, the part in the quotes, specifies the color. It's in hexedecimal, so 10 = 16 and FF = 255, if that makes any sense. You might have a file in your zdoom directory called colors.txt (It came with one version or another :? ) that lists a lot of good colors, but you'll have to convert to hexidecimal yourself.

killingblair, the second argument appears to be the xshift. Make it positive (10 or so) to make it shoot from the right, and -10 to make it shoot from the left. Tweak the value so it looks like it's coming out of the gun.

I'm intrested in the fourth argument; the one that says none. I think that that has to do with the spiral thing on the outside, because when I use it like I have in the example above, I just get the little particle trail too. I guess I've figured out everything but that one, but I don't think I can figure out the last one without trying strings at random, and I'm really bad at guessing things at random.

by killingblair » Tue Jun 28, 2005 5:38 pm

Can you please make one of the arrgs define weither its fired left, right, or centered? ;)

by Anakin S. » Tue Jun 28, 2005 5:27 pm

I couldn't figure it out by looking at the source, but then again, I'm no programmer. The line from LightningGun.wad that fires the railgun doesn't look like lightning at all with the current system. It's just a black particle trail. I tried making my own lightning bolt but it ended up being blood red. Could you please tell us the syntax?

by Talonos » Tue Jun 28, 2005 4:52 pm

Would you mind at least giving me the syntax? I tried to search the forums for it, but the best I could find was this thread, which was very obviously outdated.

I mean, giving me the syntax would require about as much effort as saying no again, wouldn't it?

Pleeaase? :wink:

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