I've noticed while using A_CustomPunch that there were some values that weren't being used, but were used in functions like FAxeAttack and FHammerAttack. I figured it would be useful to have them in A_CustomPunch as well.
cone: This would be the radial range of the attack (FHammerAttack is 45°, for instance).
thrust: This would be how much to push the target back when it's hit.
New Parameters for A_CustomPunch
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- nazakomu
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Re: New Parameters for A_CustomPunch
I second this, I have always wanted a 'thrust' parameter for this specifically!
- Lord Misfit
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Re: New Parameters for A_CustomPunch
Another suggestion to this, an optional argument that allows the attack to hit ALL targets inside the "cone" instead of just the first one found.Ichor wrote:I've noticed while using A_CustomPunch that there were some values that weren't being used, but were used in functions like FAxeAttack and FHammerAttack. I figured it would be useful to have them in A_CustomPunch as well.
cone: This would be the radial range of the attack (FHammerAttack is 45°, for instance).
thrust: This would be how much to push the target back when it's hit.
Re: New Parameters for A_CustomPunch
I don't mean to be that guy, but I get the feeling this will get a "do it yourself with ZScript" response... ?
Re: New Parameters for A_CustomPunch
If these are already implemented in the engine, it'd be a waste of time and effort to reinvent the wheel using ZScript. Having this stuff natively would be much, much better.
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: New Parameters for A_CustomPunch
Sorry, but the suggestion is beyond the scope of what A_CustomPunch is supposed to do. DIY is actually the recommended solution here.
Re: New Parameters for A_CustomPunch
Oh well...worth a shot. I'm not particularly thrilled with using ZScript right now, but I guess I can fiddle with it later on.