A_RailAttack/A_CustomRailgun spread extension

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Re: A_RailAttack/A_CustomRailgun spread extension

by Xaser » Sat May 22, 2010 9:13 pm

Ah, this is good to see. :)

All that's left is range and particle duration (perhaps density) to really maximize the rail functions' potential. Still, ecstatic to see that someone's finally messed with the railgun code. Haven't seen that since kgsws's ZDoom build...

Re: A_RailAttack/A_CustomRailgun spread extension

by ZDG » Sat May 22, 2010 4:04 am

Railgun shotgun, anyone?

Re: A_RailAttack/A_CustomRailgun spread extension

by Major Cooke » Fri May 21, 2010 7:58 am

Bump for addition. I really could use this badly...

Re: A_RailAttack/A_CustomRailgun spread extension

by Caligari87 » Tue May 18, 2010 12:47 pm

Project Dark Fox wrote:
ZDG wrote:Agreed.
postcount++;
postcoun... dammit.

8-)

Re: A_RailAttack/A_CustomRailgun spread extension

by Project Shadowcat » Tue May 18, 2010 12:27 am

ZDG wrote:Agreed.
postcount++;

Re: A_RailAttack/A_CustomRailgun spread extension

by ZDG » Mon May 17, 2010 11:44 pm

Agreed.

Re: A_RailAttack/A_CustomRailgun spread extension

by Spleen » Mon May 17, 2010 9:10 pm

ZDG wrote:This guy NEED to be in developers, if he keeps like that.
Agreed.... so does Gez probably, considering how much he's edited the ZDoom Wiki. He's probably made more contributions to it than everyone else combined. Documentation is also a very important part of development.

And, if Gez could change ZDoom..

Re: A_RailAttack/A_CustomRailgun spread extension

by ZDG » Mon May 17, 2010 1:09 pm

This guy NEED to be in developers, if he keeps like that.

Re: A_RailAttack/A_CustomRailgun spread extension

by Major Cooke » Sun May 16, 2010 6:11 am

Why this hasn't been added in yet... I DON'T KNOW.

Definitely a needed addition, so now we can finally make rave balls.

Re: A_RailAttack/A_CustomRailgun spread extension

by ZDG » Fri May 14, 2010 8:23 am

Great stuff! :thumb:

A_RailAttack/A_CustomRailgun spread extension

by DavidPH » Thu May 13, 2010 6:52 pm

Adds spread parameters to both functions as well as a new flag (based on this suggestion http://forum.zdoom.org/viewtopic.php?f=15&t=24722).

A_RailAttack(int damage, int spawnofs_xy = 0, int useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0)
A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, bool aim = false, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0)

RGF_EXPLICITANGLE - Turns off spread randomization and uses them simply as offsets.
Attachments
A_RailAttack.patch.7z
patch for r2322
(2.4 KiB) Downloaded 59 times

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