I need some help in recreating the Spread Rune from Skulltag, but I am having problems when it comes to shotguns and alike.
Is there a way to fire a bullet (or a group of bullets) in such a way that you can see the 3 shots the same way you can see them in Skulltag using the Spread Rune ?
From the Wiki :
A_FireBullets (angle spread_horz, angle spread_vert, int numbullets, int damage [, string pufftype [,bool UseNoAmmo [, float range]]])
So far the only thing I have been able to do is to send shots all around the player.
So for instance I have the following :
SHT2 I 0 A_FireBullets(12,6,20,10,"Puff",1)
So, if I change the 'spread_horz' up to 360 degrees, the player will shoot bullets all around him :
SHT2 I 0 A_FireBullets(360,6,20,10,"Puff",1)
This could be useful under another cisconstance, but I need him to shoot 3 different shots at a different angle each, so is there a way to accomplish this ?
Re-creating the Spread Rune from Skulltag
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- XutaWoo
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Re: Re-creating the Spread Rune from Skulltag
I thought that shot three different shotgun blasts at different angles.
Anyway, try 135.
Anyway, try 135.
Re: Re-creating the Spread Rune from Skulltag
I tried the same atatement at an horizontal angle of 135 :
SHT2 I 0 A_FireBullets(135,6,20,10,"Puff",1)
Unfortunately, as expected, this instruction only disperses the same shot at an angle of 135 degrees.
This doesn't send any extra shot. This is not even close to the effect of the Spread Rune.

SHT2 I 0 A_FireBullets(135,6,20,10,"Puff",1)
Unfortunately, as expected, this instruction only disperses the same shot at an angle of 135 degrees.
This doesn't send any extra shot. This is not even close to the effect of the Spread Rune.

Re: Re-creating the Spread Rune from Skulltag
Why not add more frames with A_FireBullets, then?lzvk25 wrote:I tried the same atatement at an horizontal angle of 135 :
SHT2 I 0 A_FireBullets(135,6,20,10,"Puff",1)
Unfortunately, as expected, this instruction only disperses the same shot at an angle of 135 degrees.
This doesn't send any extra shot. This is not even close to the effect of the Spread Rune.
And as for firing different groups of shots, probably the best you'll get is firing 3 shots' worth of bullets at a large angle.
Re: Re-creating the Spread Rune from Skulltag
Thanks. I tried putting more frames but I didn't see any improvement. I guess I don't have any more choices but to put 200 bullets per shot or so. Therefore it would look like the following :Shinjanji wrote:
Why not add more frames with A_FireBullets, then?
And as for firing different groups of shots, probably the best you'll get is firing 3 shots' worth of bullets at a large angle.
SHT2 I 0 A_FireBullets(120,6,200,10,"Puff",1)
That way if the angle is increased 10 times (from 12 degrees to 120 degrees), so I will increase the number of bullets from 20 to 200. I know, it doesn't look pretty, but it is the least worst solution I can imagine. Of course, if someone comes up with a different idea, I will welcome it.
