BIG monsters can't melee you

Bugs that have been investigated and resolved somehow.

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Graf Zahl
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Post by Graf Zahl »

Player weapons work differently but adding a range parameter to A_CustomBulletAttack would be more than sufficient to achieve that.
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Anakin S.
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Post by Anakin S. »

For A_CustomBulletAttack, can we set both the hit and miss graphics or does the pufftype argument cover only miss graphics?

Regarding making hitscan melee weapons, it would be cool if we could make melee weapons that work like Hexen's, where you can hit the enemy if it is anywhere on the screen and within range (as opposed to being right in front of you in the other games). Is this possible?
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Graf Zahl
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Post by Graf Zahl »

Added as a DECORATE property.
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Cutmanmike
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Post by Cutmanmike »

Sorry to bump but what's the meleerange defined in? Pixels?

I mean, if I put melee range the same radius as a monster would it work then?
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Graf Zahl
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Post by Graf Zahl »

Melee range is measured in map units from the center of the attacker. But don't bother. The value isn't stored correctly in 2.1.1.
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Cutmanmike
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Post by Cutmanmike »

Ack! So I guess I just have to assume how many mapunits my monster is in radius?
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Graf Zahl
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Post by Graf Zahl »

The property doesn't work in 2.1.1. If you specify it you will get undefined results.
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Phobus
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Post by Phobus »

What will most likely happen is that your monster won't be able to melee at all, as happened to me back in .96x when it was first introduced.
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Cutmanmike
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Post by Cutmanmike »

Graf Zahl wrote:The property doesn't work in 2.1.1. If you specify it you will get undefined results.
Ok for future refrence, what about when it's fixed?
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Graf Zahl
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Post by Graf Zahl »

The range specifies how far from the center of the attacker the outer bounds of the victim have to be.
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Risen
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Post by Risen »

Graf Zahl wrote:The range specifies how far from the center of the attacker the outer bounds of the victim have to be.
Is the melee area square, like all THINGS?
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