A_FaceTarget with Pitch

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Re: A_FaceTarget with Pitch

by Xabis » Mon Aug 15, 2016 11:31 am

NeuralStunner wrote:For anyone that wants to know what you can do with Pitch through A_FaceTarget: This micro-mod will demonstrate just a few.
Hello, sorry for the necro, but the link to this mod is dead. Any possibility of re-uploading it?

Alternatively, a sample DECO of the jumping demon would be appreciated.

Re: A_FaceTarget with Pitch

by Nash » Wed Apr 11, 2012 1:01 am

Plus with MD3 models, you can get them to inherit an actor's pitch for more visual benefits.

Re: A_FaceTarget with Pitch

by Xtyfe » Tue Apr 10, 2012 9:48 pm

NeuralStunner wrote:Not without (a lot of) extra work to detect impacts/obstructions properly.
Balls, well worth a shot

Re: A_FaceTarget with Pitch

by NeuralStunner » Tue Apr 10, 2012 9:33 pm

Not without (a lot of) extra work to detect impacts/obstructions properly.

Re: A_FaceTarget with Pitch

by Xtyfe » Tue Apr 10, 2012 9:18 pm

NeuralStunner wrote:
NeuralStunner wrote:For anyone that wants to know what you can do with Pitch through A_FaceTarget: This micro-mod will demonstrate just a few. Summon the various example actors to see them in acton:
  • JumpingDemon: Uses pitch to leap at you. Very derpy but the point is made.
  • GAD: Like the ones in Rise of the Triad, it "tilts" in your POV as you move up and down in relation to it. (Only works in singleplayer and the angles aren't quite right. But again, it gets the idea across.)
  • HomingSoul: This critter replaces the stock charging attack with a homing one. (Won't get stuck against pickups, either!) Although it's hilarious if you get a stationary object between you and it... Move out of its field of view and it'll stop charging, though.
  • Cacoturret: At first glance, a really aggressive Cacodemon that doesn't move. But move directly above or below it, and it'll watch you helplessly. (Simulated vertical field of attack, extremely simple and quite useful!)
The homing soul stuff caught my eye, could something like this be used to recreate the original lost soul attack?

Re: A_FaceTarget with Pitch

by printz » Tue Apr 10, 2012 4:56 pm

Okay... Sounds like it can do a lot of useful stuff...

Re: A_FaceTarget with Pitch

by NeuralStunner » Tue Apr 10, 2012 4:28 pm

NeuralStunner wrote:For anyone that wants to know what you can do with Pitch through A_FaceTarget: This micro-mod will demonstrate just a few. Summon the various example actors to see them in acton:
  • JumpingDemon: Uses pitch to leap at you. Very derpy but the point is made.
  • GAD: Like the ones in Rise of the Triad, it "tilts" in your POV as you move up and down in relation to it. (Only works in singleplayer and the angles aren't quite right. But again, it gets the idea across.)
  • HomingSoul: This critter replaces the stock charging attack with a homing one. (Won't get stuck against pickups, either!) Although it's hilarious if you get a stationary object between you and it... Move out of its field of view and it'll stop charging, though.
  • Cacoturret: At first glance, a really aggressive Cacodemon that doesn't move. But move directly above or below it, and it'll watch you helplessly. (Simulated vertical field of attack, extremely simple and quite useful!)

Re: A_FaceTarget with Pitch

by Gez » Tue Apr 10, 2012 4:16 pm

The idea is that if the pitch is actually set, then you can use it in [wiki]DECORATE expressions[/wiki] for various types of effects. It's especially useful so as to to have a monster transfer its aim pitch to the missiles it launches, so that the missile can then spawn subprojectiles that will have an appropriate trajectory instead of suddenly being horizontal.

Re: A_FaceTarget with Pitch

by Graf Zahl » Tue Apr 10, 2012 4:04 pm

It's only useful for some custom stuff but don't ask me what.

Re: A_FaceTarget with Pitch

by printz » Tue Apr 10, 2012 4:00 pm

And how can non-player pitch be noticeable in Doom?

Re: A_FaceTarget with Pitch

by NeuralStunner » Sat Apr 07, 2012 12:51 pm

Thank you. :D

Re: A_FaceTarget with Pitch

by Graf Zahl » Sat Apr 07, 2012 6:49 am

added

Re: A_FaceTarget with Pitch

by NeuralStunner » Thu Mar 15, 2012 9:25 pm

Hooray!

I have a lot of mod features depending on this. *Crosses toes*

A_FaceTarget with Pitch

by DavidPH » Thu Mar 15, 2012 9:20 pm

A_FaceTarget(float max_turn = 0, float max_pitch = 270)
(And the same for Tracer and Master.)

After some pressuring from certain community members who shall go unnamed*, I have rewritten the code for pitching to target. It is the same basic idea; if max_pitch is unprovided (or greater than 180) then the function does not affect pitch, otherwise it works like max_turn.

Now, I think that ideally the function would default to affecting pitch, but I do not feel confident enough to say that it would not break compatibility. (Although, the risk would certainly be minimal enough, given the current futility of using a monster's pitch.)

*NeuralStunner
Attachments
A_FaceTarget.7z
patch for r3445
(1.38 KiB) Downloaded 64 times

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