[Not a bug] Maybe something to do with grafs hitscan bug?

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Expand view Topic review: [Not a bug] Maybe something to do with grafs hitscan bug?

by Lexus Alyus » Wed Apr 07, 2004 3:43 am

I don't really think anything... plus, it doesn't really matter wht I think... it's what Randy thinks...

I think the idea is good though... even t5houigh it doesn't matter what I think... I just think it would have been nice to know what I think... I think?

:twisted:

by Anakin S. » Tue Apr 06, 2004 10:09 am

So what do you think? If this idea were to be implemented, we would have greater flexibility. Not knowing how hitscans are done, I'm not sure if this is possible, though.

by Xaser » Mon Apr 05, 2004 3:32 pm

I don't think that kind of double posting is bad. I just HATE it whenever someone posts right after another, especially when both posts say the exact same thing. :P

by Xaser » Mon Apr 05, 2004 3:31 pm

I don't think that kind of double posting is bad. I just HATE it whenever someone posts right after another, especially when both posts say the exact same thing. :P

by Lexus Alyus » Sat Apr 03, 2004 5:39 am

Ahhhh, so it wasn't dejavu and infact a DOUBLE POST! I can't think which one is worse, but it doesn't really matter anyway. We obveously saw it :-D.

:twisted:

by Anakin S. » Fri Apr 02, 2004 10:36 pm

I thought you didn't see it last time in that topic, so I put it here again.

I also thought the other thread wasn't the right place to put it seeing that the others continued talking about different things after I posted.

by Lexus Alyus » Fri Apr 02, 2004 6:13 am

I was thinking that... maybe dejavu?

:twisted:

by Xaser » Thu Apr 01, 2004 8:09 pm

Huh? Is it just me, or have I seen the above post somewhere before? :?

by Anakin S. » Thu Apr 01, 2004 10:43 am

Could I make a suggestion for the custom hitscan puffs? Rather than having one puff for actors and another puff for no blood actors and walls, is it possible to make 3 types of animations for custom hitscans?

1. actors
2. walls
3. actors with NOBLOOD set

This would increase flexibility, allowing us to simulate things such as Strife's effects for creating sparks when striking a robot that don't appear when striking a wall. Actually, these sparks might be the robot's "blood" but since it's difficult to change blood, it could be done with a puff specific for actors with NOBLOOD set.

In Heretic, the dragon claw has one puff for walls and another puff for monsters, regardless of whether NOBLOOD is set or not. In Hexen, the melee weapons have one sound for walls and another sound for hitting actors, regardless of whether NOBLOOD is set or not.

With these three puff types we can make a timon's axe that creates a massive blood splat when hitting opponents without NOBLOOD (just make the actor puff spawn an extra sprite for the blood splat). I think it would enable us to set up animations and sounds that tell the player if he's making a futile effort (knifing a wall in strife) or if he's inflicting damage (sparks upon hitting a robot and/or hexen 2's metal striking sound). What do you think?

by Risen » Thu Apr 01, 2004 7:11 am

Lexus Alyus wrote:Where is the puff for hitting actors?
It doesn't exist yet. Wait for .64.

by Graf Zahl » Thu Apr 01, 2004 7:02 am

Wait for 2.0.64! Now you can't change it.

by Lexus Alyus » Thu Apr 01, 2004 6:53 am

Where is the puff for hitting actors? Can you do this with the BFG code pointer? Basically it would have that splash damage thing that the BFG does... so annoyingly... I think it would be cool for something like "The Death Reaper" (TM) Sword or something... if you hit something it's evil touch rips the souls from nearby monsters in your sight... I think that's cool!

:twisted:

by Xaser » Wed Mar 31, 2004 4:30 pm

Well, you can define a puff for hitting walls and a puff for hitting actors. Set both of them to an explosion for it to work.

by Lexus Alyus » Tue Mar 30, 2004 7:10 am

Ahhhhh.... si i can do thewexplosive shell thing if I also change the blood splat? That's a bit strange though because everytime you hit a monster with a non-hitscan weapopn thenit still explodes... there has to be some form of work around for this...

:twisted:

by Xaser » Mon Mar 29, 2004 5:39 pm

Heh. Boom DOom is 1337. :P

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