BOBDEFS - for creating weapon bob animations
Posted: Sun Oct 07, 2012 10:09 am
Let's assume that the standard Doom weapon bob animation works by changing the Ready state's sprite offsets according to a parabolic equation that was hard-coded by Id software.
Something like
y = x^2
(whereas the units are Doom pixels)
Now imagine being able to change that with the addition of a specialized lump, BOBDEFS.
Developers: Would this be difficult?
Something like
y = x^2
(whereas the units are Doom pixels)
Now imagine being able to change that with the addition of a specialized lump, BOBDEFS.
Code: Select all
name= "Doom" // the base
equation= y = x^2
xspeed= 1.0 // scalar of original Doom value
xoffset= 0.0
delay= 0 // makes the weapon sprite "stay behind" when the player looks around
name= "Quake"
equation= x = 0
xspeed= 1.0
xoffset= 0.0
delay= 0
name= "Doom3"
equation= y = 0
xspeed= 2.0
xoffset= 0.0
delay= 2
name= "Lacrosse Stick"
equation= y = x^2
xspeed= 2.5
xoffset= -16
delay= 0