Different Railgun sounds
Moderator: GZDoom Developers
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Different Railgun sounds
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.
- Anakin S.
- Posts: 1067
- Joined: Fri Nov 28, 2003 9:39 pm
- Location: A long time ago in a galaxy far, far away...
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= ... gun+aiming
http://forum.zdoom.org/viewtopic.php?t= ... gun+aiming
- Anakin S.
- Posts: 1067
- Joined: Fri Nov 28, 2003 9:39 pm
- Location: A long time ago in a galaxy far, far away...
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.
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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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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