Moderator: GZDoom Developers
randy wrote:Making it 100% accurate would require that the crosshair move up and down based on your distance from the target.
The Ultimate DooMer wrote:I found this with the railgun, too. When firing from the right (which my railgun does) the crosshair (and the red dot I put on it myself) are way off to the left when up against a wall. But it's understandable and I'm not too bothered anyway, as the railgun is meant to be a sniper weapon.
Hirogen2 wrote:Heh, but the correct way is to position the center of the crosshair at the center of the screen. (This doesnot hold true for the F like crosshair)
Xaser wrote:The Ultimate DooMer wrote:I found this with the railgun, too. When firing from the right (which my railgun does) the crosshair (and the red dot I put on it myself) are way off to the left when up against a wall. But it's understandable and I'm not too bothered anyway, as the railgun is meant to be a sniper weapon.
Yeah, FireRailgunRight and FireRailgunLeft are very strange. I made a railgun that fires from the right, and sometimes a baddie is right on the crosshair, but the shot completely misses. As a result, I'm going to change the sprites and such to make it center-fired, which will be a real drag.
Hirogen2 wrote:Anyway, if you do a head shot, it should not matter, as you are shooting in the mouth thenwhich hurts just as a head-short. In ZDoom.
Hirogen2 wrote:Yes, I mean any other part below the crosshair, if there is any. I cannot exactly tell if this is true but I think Doom (ZDoom?) does not do per-body-part damage identification (that means a head shot would account for more pain and a quicker death than a shot in an armor-protected area.)
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