A_WeaponOffset

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: A_WeaponOffset

Re: A_WeaponOffset

by Major Cooke » Tue May 24, 2016 6:12 am

I suggest you ask in the feature suggestions thread. Not a closed one. :P

Re: A_WeaponOffset

by kodi » Tue May 24, 2016 5:30 am

If I can make a humble wish for gzdoom: angle, pitch, roll and Z offset arguments would be incredibly nice for 3d model weapons.
Also I looove this feature. Gonna get a lot of mileage out of it.

Re: A_WeaponOffset

by Ral22 » Thu May 19, 2016 7:55 pm

I can see many uses for this, at least for me. Bookmarked for future reference! Thanks!

Re: A_WeaponOffset

by Zhs2 » Wed May 18, 2016 2:27 pm

Arookas wrote:IIRC, you can make only weapons that modify player user variables (set only). You can't use them in expressions (or get their value in any way) or else it gets the value of that user variable on the weapon (and since it doesn't exist, reads out-of-bounds memory). Not particularly useful, especially not for A_WeaponOffset.
Ah, okay, small bummer. I can never remember since I don't often play with them. This is why we have the power of CallACS then :)

Re: A_WeaponOffset

by Major Cooke » Wed May 18, 2016 12:33 pm

Wiki page set. Have fun.

Re: A_WeaponOffset

by Ed the Bat » Wed May 18, 2016 10:14 am

Graf Zahl wrote:
Ed the Bat wrote:I can go mark my existing feature suggestions for closure.
Bring 'em on!
:D

Re: A_WeaponOffset

by arookas » Wed May 18, 2016 9:20 am

IIRC, you can make only weapons that modify player user variables (set only). You can't use them in expressions (or get their value in any way) or else it gets the value of that user variable on the weapon (and since it doesn't exist, reads out-of-bounds memory). Not particularly useful, especially not for A_WeaponOffset.

Re: A_WeaponOffset

by Zhs2 » Wed May 18, 2016 9:11 am

Major Cooke wrote:Indeed, but just remember, due to the nature of what A_WeaponOffset is for, there's no user var usage with it. Get comfortable with items, because that's why I also made CountInv for. :P
>mfw people don't realize that the user variables have to be defined in the player to work with weapons

Re: A_WeaponOffset

by Nash » Wed May 18, 2016 4:31 am

Very cool, perhaps I can finally ditch the homebrew GunOffsetX/Y ACS commands and natively use this to do weapon sway/pitch shifting (that's seen in a lot of my videos) natively. Expect a code dump soon!

EDIT: Also, for plain offset animation authoring, I wouldn't ditch good ol' Offset(), it's still useful for those... and with highly specialized tools like Danimator outputting to Offset() format, I wouldn't really consider Offset() deprecated at all.

Re: A_WeaponOffset

by Graf Zahl » Wed May 18, 2016 3:20 am

Ed the Bat wrote:I can go mark my existing feature suggestions for closure.
Bring 'em on!

Re: A_WeaponOffset

by Major Cooke » Tue May 17, 2016 6:01 pm

I can only wonder how many that count is. :P

Re: A_WeaponOffset

by Ed the Bat » Tue May 17, 2016 5:59 pm

Solid. Once this is approved and appears in a dev build, I can go mark my existing feature suggestions for closure.

Re: A_WeaponOffset

by Major Cooke » Tue May 17, 2016 5:57 pm

If trigonometry functions work, so will (f)random and expressions of any kind. In short, yes.

Re: A_WeaponOffset

by Ed the Bat » Tue May 17, 2016 5:38 pm

Can it handle random()? I've been waiting for some four years now for a way to make random offsets.

Re: A_WeaponOffset

by Major Cooke » Tue May 17, 2016 5:34 pm

Indeed, but just remember, due to the nature of what A_WeaponOffset is for, there's no user var usage with it. Get comfortable with items, because that's why I also made CountInv for. :P

Top