[Done] Different Railgun sounds

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Different Railgun sounds

Postby Graf Zahl » Mon Mar 28, 2005 2:03 pm

There should be a method that a railgun monster or weapon can play a custom railgun sound. Today I wanted to make a second railgun monster for the monster pack when I found out that there is no way to play anything but 'weapons/railgf' as a railgun's sound. If the AttackSound of a monster/weapon is defined that should be used instead.
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Postby Cptschrodinger » Mon Mar 28, 2005 2:10 pm

Sounds like a good idea.
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Postby Anakin S. » Mon Mar 28, 2005 6:47 pm

Speaking of railguns, allow me to dig up an old thread I started about improved monster railgun aiming. Monsters currently can't miss when they fire their railguns, making it very difficult for players to dodge them. In this thread, Graf suggested adding two new functions, A_RailAim and A_RailFire to separate the aiming and firing mechanisms. This way, it would be done like quake 2 gladiators, who give the player a chance to dodge their railguns.

http://forum.zdoom.org/viewtopic.php?t=2919&highlight=monster+railgun+aiming
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Postby Enjay » Mon Mar 28, 2005 7:08 pm

I usually give any railgun monsters a long-ish "aim time" in the firing sequence. Once you know the monster, you know it's getting ready to rail you but you have a little bit of time to react and get behind something. That being said, the RailAim is a good idea, as is the sound option.

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Postby Anakin S. » Mon Mar 28, 2005 9:16 pm

But since the aiming is done at the same time as the firing in the A_MonsterRail code pointer, giving the monsters a longish "aim time" still wouldn't allow the player to dodge, unfortunately. A_FaceTarget is only used to make the sprite look like it's facing you. The missiles, railguns, etc. are always aimed at the target when they are created.
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Postby Enjay » Tue Mar 29, 2005 2:46 am

Absolutely! It doesn't allow you to dodge, it allows you to get into cover so that you can't be hit. I guess, in some ways, that's actually more "realistic".

I'm not arguing against your suggestion, just pointing out what I do to make such an enemy more playable. ie, I give the player a reasonable warning that the bad guy is about to fire so that they can get out of the way before he does fire.

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Postby Graf Zahl » Tue Mar 29, 2005 5:44 am

There should still be an option. The railgun as a monster weapon is a real pain, especially with the default damage of 100. I found the railgunners in the monster pack a real pain and the Rail Elemental from SSD even more. That thing was 100% deadly.
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Postby Giest118 » Wed Mar 30, 2005 8:39 pm

Actually, I do believe that the default railgun damage is 150...

(Well, I never actually checked an enemy's railgun damage, but that IS the damage done by player railguns.)
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Postby Xaser » Wed Mar 30, 2005 9:47 pm

The enemy railgun damage can be changed by setting the Damage property of the monster that uses the attack.
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