by Enjay » Sat Jul 19, 2003 3:01 pm
Yeah, it's not a bug as such. Doom starts spreading the hitscan weapons if you keep fire pressed down past the initial fire sequence, but keeps it accurate for the first.
So the same thing applies for other hitscan weapons but it's really only useful with the chaingun because no one really uses the pistol as a main weapon and the shotguns have a spread anyway. Knowing this is not only useful in DM, but good if you want to pick off distant enemies without wasting too much ammo.
This spreading after the first shot is something worth considering if you are using dehacked to make a sniper rifle. The usual way of doing this is to have a number of frames with 0 duration to fire a number of pistol shots simultaneously. So with the first firing you end up with, say, 10 bullet shots all hitting exactly the same spot (visible as a nice dark decal if you shoot at a wall). If your modified weapon has a refire code pointer as part of the sequence, when you hold the fire button down, the second shot spreads the individual pistol shots that make up your powerful rifle shot, changing it to something a bit more like a shotgun but with a different spread pattern (visible as a spread of decals on a wall). To avoid this problem, remove the refire code pointer from the weapon fire sequence. This forces the player to press fire every time he/she wants the weapon to fire.
Edit: 2 people jumped in whilst I was typing all that junk.

Yeah, it's not a bug as such. Doom starts spreading the hitscan weapons if you keep fire pressed down past the initial fire sequence, but keeps it accurate for the first.
So the same thing applies for other hitscan weapons but it's really only useful with the chaingun because no one really uses the pistol as a main weapon and the shotguns have a spread anyway. Knowing this is not only useful in DM, but good if you want to pick off distant enemies without wasting too much ammo.
This spreading after the first shot is something worth considering if you are using dehacked to make a sniper rifle. The usual way of doing this is to have a number of frames with 0 duration to fire a number of pistol shots simultaneously. So with the first firing you end up with, say, 10 bullet shots all hitting exactly the same spot (visible as a nice dark decal if you shoot at a wall). If your modified weapon has a refire code pointer as part of the sequence, when you hold the fire button down, the second shot spreads the individual pistol shots that make up your powerful rifle shot, changing it to something a bit more like a shotgun but with a different spread pattern (visible as a spread of decals on a wall). To avoid this problem, remove the refire code pointer from the weapon fire sequence. This forces the player to press fire every time he/she wants the weapon to fire.
Edit: 2 people jumped in whilst I was typing all that junk. :)