Post your example zscripts/ACS scripts/etc here.
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
Got a cool project idea but nothing else
? Put it in the project ideas thread
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules
for more details.
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Debian Bullseye
- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
In the readme, I wrote:A finite-speed hitscan projectile based on Hideous Destructor's bullet.
Useful for very small, very fast projectiles (like, you know, bullets) where a regular fastprojectile would be making thousands upon thousands of collision checks every tick.
Distributed under GPL as a derivative work of the GZDoom source.
To see what it's about, load the entire pk7, hit IDFA and select weapon slot 4 ("SlowBulletTester").
Most changes you might want to add should be available through the properties or virtual function overrides.
Use +NOBLOOD to get rid of the impact blood.
Collision against 3D floors and some walls not entirely reliable.
This replaces this previous obsolete attempt
- Posts: 100
- Joined: Mon Apr 28, 2014 6:18 pm
- Graphics Processor: nVidia (Modern GZDoom)
So I'm looking at this to try and make a Source engine styled tracer, and I'm a bit confused as to how to change and remove a few things in a new class, namely the trail and its variants, ricochet, impact effect, and damage. I'm guessing that this can all be changed through the virtual functions, but I don't exactly see how. Do keep in mind that I am new to complex ZScripting like this, and I'm not commenting on the code itself, which seems to be fairly well documented. I can tell what chunk of code does what, but I just can't see how to bend those to my own needs.