[Code] NS's Random Code Stuff
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- zrrion the insect
- Posts: 2411
- Joined: Thu Jun 25, 2009 1:58 pm
- Location: Time Station 1: Moon of Glendale
Re: [Code] NS's Random Code Stuff
This is a very cool trick. I am already using it in a mod of mine.
- Lagi
- Posts: 676
- Joined: Sat Jun 23, 2018 12:51 pm
- Location: Thou shalt alter thy beliefs with new evidence
Re: [Code] NS's Random Code Stuff
I use the arc scan code for two of my melee weapons.
It game rarely it looks like it works (sometimes the player is turning to monster). This auto-aim its nowhere as good as in vanilla hexen.
Can somebody have a look at below code, what i do wrong?
here is mod
this code is at the bottom of decorate
zscript/hammer.zs
actors/goldwand2
in above weapon codes I add
stff m 3 A_GiveInventory ("Func_StaffAttack")
It game rarely it looks like it works (sometimes the player is turning to monster). This auto-aim its nowhere as good as in vanilla hexen.
Can somebody have a look at below code, what i do wrong?
here is mod
this code is at the bottom of decorate
Code: Select all
Actor Func_MeleeScan : CustomInventory //Neural Stunner https://forum.zdoom.org/viewtopic.php?f=37&t=32535#p616143
{
States
{
Pickup:
Scan:
TNT1 A 0 A_SetArg (4, 0)
TNT1 A 0 A_JumpIfCloser (Args[3], "Done")
Scan1:
TNT1 A 0 A_SetArg (4, Args[4] + 1)
TNT1 A 0 A_SetAngle (Angle - Args[4])
TNT1 A 0 A_JumpIfCloser (Args[3], "Done")
TNT1 A 0 A_SetAngle (Angle + Args[4] + Args[4])
TNT1 A 0 A_JumpIfCloser (Args[3], "Done")
TNT1 A 0 A_SetAngle (Angle - Args[4])
TNT1 A 0 A_JumpIf (Args[4] == Args[2], "Done")
Loop
Done:
TNT1 A 0 A_SetArg (4, 0)
TNT1 A 0 A_Jump (256, "DoneHit")
DoneHit:
TNT1 A 0
Stop
Spawn:
TNT1 A 0
Stop
}
}
Actor Func_HammerAttack : Func_MeleeScan
{
States
{
Pickup:
TNT1 A 0 A_SetArg (2, 45) // Attack angle. Total scan arc will be twice this.
TNT1 A 0 A_SetArg (3, 96) // Attack distance.
Goto Scan
DoneHit: // Actual attack goes here. A_FireBullets is strongly suggested.
TNT1 A 0 {A_FireBullets (0,0,1,random(60,90),"hammerpuff",0,96); A_Stop();}
TNT1 A 0 {A_Custompunch(random(0,83), 1, 0, "BURNPuff", 96) ; A_Stop();}
Stop
}
}
Actor Func_StaffAttack : Func_MeleeScan
{
States
{
Pickup:
TNT1 A 0 A_SetArg (2, 45) // Attack angle. Total scan arc will be twice this.
TNT1 A 0 A_SetArg (3, 120) // Attack distance.
Goto Scan
DoneHit: // Actual attack goes here. A_FireBullets is strongly suggested.
TNT1 A 0 A_FireBullets(0,0,1, random(20, 35), "staffpuff", 0, 120)
Stop
}
}
actors/goldwand2
in above weapon codes I add
stff m 3 A_GiveInventory ("Func_StaffAttack")