Vertical distance for quakes

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Expand view Topic review: Vertical distance for quakes

Re: Vertical distance for quakes

by Major Cooke » Sat May 07, 2022 11:04 pm

Re: Vertical distance for quakes

by Marisa the Magician » Sat May 07, 2022 4:57 pm

Yes, all quake functions are 2D.

Re: Vertical distance for quakes

by Major Cooke » Sat May 07, 2022 10:49 am

Does this include A_QuakeEx?

Re: Vertical distance for quakes

by Enjay » Wed Apr 20, 2022 10:35 am

nova++ wrote:Like, the rumble sound is hardcoded into the function as one example...
It is in Radius_Quake, but in [wiki]Radius_Quake2[/wiki] you can specify the sound.

Re: Vertical distance for quakes

by nova++ » Wed Apr 20, 2022 2:52 am

I wouldn't mind some whole new screenshake system admittedly... the current one is kind of a huge kludge with a lot of legacy baggage. Like, the rumble sound is hardcoded into the function as one example...

Vertical distance for quakes

by Marisa the Magician » Wed Apr 20, 2022 2:24 am

As it currently stands, all quake effects do their radius check in 2D, so even if one happens far above/below the player with a small radius, they'll still be affected by it. Could a new flag be added to also take vertical distance into account?

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