Additional A_RailAttack Parameters

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Expand view Topic review: Additional A_RailAttack Parameters

by ant1991331 » Mon Jul 24, 2006 1:37 am

Graf Zahl wrote:1) A non-penetrating rail attack would be kind of useless. It'd be no more than an ordinary hitscan attack with a pretty effect.
Well, we could make a new codepointer with Railgun preferences, but it dosent penetrate, and its not called 'A_RailAttack', maybe... 'A_BeamAttack'?

by Graf Zahl » Mon Jul 24, 2006 1:33 am

1) A non-penetrating rail attack would be kind of useless. It'd be no more than an ordinary hitscan attack with a pretty effect.
2) No. That's not how hitscan traces work.

GZDoom HUD: I need something to keep GZDoom apart from ZDoom aside from the GL renderer, don't I?

Additional A_RailAttack Parameters

by ant1991331 » Mon Jul 24, 2006 12:02 am

1. bool Penetrate - The Rail attack goes straight through an object, or will stop at one. Default is True.
2. bool Straight - The Rail attack is straight by True, False would cause it to have a 'Lightning Zap' effect. Default is True. ---- Would this be possible? I think I remember seeing it somewhere before...

EDIT: Off-Topic: One more thing: GZDoom's Alternate Hud?

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