A_CustomMissile flags

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Re: A_CustomMissile flags

by Xtyfe » Mon Apr 09, 2012 11:48 am

FDARI wrote:
Xtyfe wrote:Since this was recently added, I plan to use it straight away. But just wanted to clarify since it since its somewhat confusing

What flag should I use if I want to use the pitch argument like A_CustomBulletAttack? Just CMF_OFFSETPITCH?
What is the pitch-argument in A_CustomBulletAttack?
vert_spread?
CBAF_NOPITCH (flag)?
CBAF_EXPLICITANGLE (flag?

If you want to use regular aim, but with an adjusted pitch (x higher or lower), then use CMF_OFFSETPITCH. Pitch parameter is then added to the pitch that would normally be used. Addition of negative number is possible.

If you want to specify an explicit pitch (without messing with anything else) use CMF_ABSOLUTEPITCH.

If you want the missile to know what pitch it has been fired with, use CMF_SAVEPITCH (updates the pitch variable).
A_CustomBulletAttack's pitch argument is "vert_spread" :D

But yes CMF_OFFSETPITCH is actually what i have wanted forever, Now if only the only the last irking thing for me were fixed i'd be in heaven :D (Hitscan, BFG ray, and lost soul species checks)

Re: A_CustomMissile flags

by FDARI » Mon Apr 09, 2012 10:29 am

Xtyfe wrote:Since this was recently added, I plan to use it straight away. But just wanted to clarify since it since its somewhat confusing

What flag should I use if I want to use the pitch argument like A_CustomBulletAttack? Just CMF_OFFSETPITCH?
What is the pitch-argument in A_CustomBulletAttack?
vert_spread?
CBAF_NOPITCH (flag)?
CBAF_EXPLICITANGLE (flag?

If you want to use regular aim, but with an adjusted pitch (x higher or lower), then use CMF_OFFSETPITCH. Pitch parameter is then added to the pitch that would normally be used. Addition of negative number is possible.

If you want to specify an explicit pitch (without messing with anything else) use CMF_ABSOLUTEPITCH.

If you want the missile to know what pitch it has been fired with, use CMF_SAVEPITCH (updates the pitch variable).

Re: A_CustomMissile flags

by Xtyfe » Sat Apr 07, 2012 8:07 pm

NeuralStunner wrote:
Xtyfe wrote:"Fire in current direction" flag? Now I'm even more confused :p
[wiki=A_CustomMissile]CMF_AIMDIRECTION[/wiki]
Oh that, ya that's the flag that prompted me to suggest these changes :p

Re: A_CustomMissile flags

by NeuralStunner » Sat Apr 07, 2012 7:39 pm

Xtyfe wrote:"Fire in current direction" flag? Now I'm even more confused :p
[wiki=A_CustomMissile]CMF_AIMDIRECTION[/wiki]

Re: A_CustomMissile flags

by Xtyfe » Sat Apr 07, 2012 7:21 pm

NeuralStunner wrote:You'll probably want to use the "fire in current direction" flag. Make sure you use A_FaceTarget immediately before, or there'll be a slight delay and it won't hit you if you're on the move.

... Unless this is a function you want, of course! ;)
"Fire in current direction" flag? Now I'm even more confused :p

CMF_OFFSETPITCH seems to do what i'm looking for

Re: A_CustomMissile flags

by NeuralStunner » Sat Apr 07, 2012 6:30 pm

You'll probably want to use the "fire in current direction" flag. Make sure you use A_FaceTarget immediately before, or there'll be a slight delay and it won't hit you if you're on the move.

... Unless this is a function you want, of course! ;)

Re: A_CustomMissile flags

by Xtyfe » Sat Apr 07, 2012 5:35 pm

Since this was recently added, I plan to use it straight away. But just wanted to clarify since it since its somewhat confusing

What flag should I use if I want to use the pitch argument like A_CustomBulletAttack? Just CMF_OFFSETPITCH?

Re: A_CustomMissile flags

by Xtyfe » Sat Apr 07, 2012 11:10 am

Graf Zahl wrote:Ok, this doesn't look too intrusive so I guess it's safe to be added.
Yep, I just creamed my pants

Re: A_CustomMissile flags

by Graf Zahl » Sat Apr 07, 2012 6:37 am

Ok, this doesn't look too intrusive so I guess it's safe to be added.

Re: A_CustomMissile flags

by Xtyfe » Thu Apr 05, 2012 1:10 pm

Worth a shot :p

Re: A_CustomMissile flags

by Graf Zahl » Thu Apr 05, 2012 3:53 am

At the moment the priority is to get a new version out, not to add new features.

And bumping for bump's sake won't make it go faster.

Re: A_CustomMissile flags

by Xtyfe » Wed Apr 04, 2012 8:24 pm

Bumping for great justice... And with hopes that it will added soon even though I know it wont help :(

Re: A_CustomMissile flags

by Major Cooke » Mon Aug 01, 2011 8:25 am

Well, I'm definitely hoping to see it. What I'm mainly concerned about is just changing, say, a missile's trajectory using A_SetPitch and A_SetAngle. I figure it will still have to call A_ChangeVelocity in a method like this:
Spoiler:

Re: A_CustomMissile flags

by FDARI » Fri Jul 29, 2011 5:12 pm

A_SetPitch with PITCH_CALCULATE would work as follows:

A_SetPitch(0, PITCH_CALCULATE): Calculate the pitch based on current velocity, and save that as the pitch property.
A_SetPitch(10, PITCH_CALCULATE): Calculate the pitch based on current velocity, and save that + 10 degrees as the pitch property.

Sometimes this might not be enough. This works when you need to recalculate your velocuty-based pitch info based on any of several events that can happen to an actor during its lifetime.

The velocity might not always have the pitch you want to know about, of course. A_SetPitch might not actually cover all needs, especially not after A_FireCustomMissile, with autoaims and the lots. I'll think about flags for a possible added parameter.

Re: A_CustomMissile flags

by NeuralStunner » Fri Jul 29, 2011 3:00 pm

Major Cooke wrote:Uh... Me?
No.
Major Cooke wrote:I find pitch to be useful in a lot of things.
As do I.

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