A_SkullAttack speed?
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- Cutmanmike
- Posts: 11354
- Joined: Mon Oct 06, 2003 3:41 pm
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A_SkullAttack speed?
Is there any way I can speed up an A_SkullAttack? Basicly i've got a monster that charges at you, but it charges way too slow.
Does making it's frame duration shorter make any difference to the charging speed? eg the charge state being
SPRI AAAAAAAA 1
Instead of
SPRI A 8
or whatever? I know that works with normal movement but I've not tried it with projectile-like/charging objects
If not, is it possible to thrust the thing or even use A_Recoil which, I understand, can be used an actors and with a -ve value pushes the item concerned forward?
SPRI AAAAAAAA 1
Instead of
SPRI A 8
or whatever? I know that works with normal movement but I've not tried it with projectile-like/charging objects
If not, is it possible to thrust the thing or even use A_Recoil which, I understand, can be used an actors and with a -ve value pushes the item concerned forward?
- Cutmanmike
- Posts: 11354
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
I sense a feature suggestions. A_SkullAttack(speed-factor, etc, etc) XD. I think it doubles your monster's movement speed for the attack, right?Cutmanmike wrote:I believe (cause i'm at work now) that's what I currently have. It doesn't seem to work, although i'm sure i've done this before with other monsters.
- Cutmanmike
- Posts: 11354
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
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- Contact:
- Anakin S.
- Posts: 1067
- Joined: Fri Nov 28, 2003 9:39 pm
- Location: A long time ago in a galaxy far, far away...
Actually, I don't think it doubles the speed. I made a spider monster that runs fast and charges but the charge is the same speed as the lost soul's charge and the lost soul normally moves much slower.
@Enjay: I don't think extra frames with shorter durations would help because there aren't any code pointers in the frames after A_SkullAttack.
Also, could there be an option to turn off SLIDINGHELPLESS when charging so that it could be like the maulotaur which just returns to See if shot while charging instead of the lost soul sliding back, unable to move or attack until it hits a wall? Otherwise more powerful enemies with charge attacks could be killed easily and cheaply.
@Enjay: I don't think extra frames with shorter durations would help because there aren't any code pointers in the frames after A_SkullAttack.
Also, could there be an option to turn off SLIDINGHELPLESS when charging so that it could be like the maulotaur which just returns to See if shot while charging instead of the lost soul sliding back, unable to move or attack until it hits a wall? Otherwise more powerful enemies with charge attacks could be killed easily and cheaply.
