ZDoom Wiki Thread

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Gez
 
 
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Re: ZDoom Wiki Thread

Post by Gez »

bool useammo, if true, uses ammo. Seemed kinda straightforward, but I copied the notice from [wiki]A_FireBullet[/wiki] anyway.


Someone needs to update [wiki]A_RailAttack[/wiki], though.
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Re: ZDoom Wiki Thread

Post by DoomRater »

Yeah, but A_CustomPunch doesn't seem to use ammo when it doesn't HIT anything anymore. I recall being able to use a certain setting to make it do that, like 2 or something.
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Re: ZDoom Wiki Thread

Post by Gez »

If that option ever existed, it no longer does -- it's a boolean, so there's only two behaviors possible.

If you really need to take ammo every time, you can simply use a "take from inventory" function instead, and have the attack itself not use ammo.
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Re: ZDoom Wiki Thread

Post by DoomRater »

UGH. That makes it no longer work properly with the Infinite ammo cheat.
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Re: ZDoom Wiki Thread

Post by Project Shadowcat »

DoomRater wrote:UGH. That makes it no longer work properly with the Infinite ammo cheat.
One should not need to work around cheats to make things work...
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Re: ZDoom Wiki Thread

Post by TheDarkArchon »

DoomRater wrote:UGH. That makes it no longer work properly with the Infinite ammo cheat.
Why not use a short range bullet attack instead with a dummy punch attack so the view change is handled properly?
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Re: ZDoom Wiki Thread

Post by DoomRater »

Well, I kinda like being able to specify the damage range I want, but with FireBullets (as much as I love that function) I am forced to use the d3 rule instead of a damage range that want to use like 15-30. As close as 10d3 is... it may be worth it for this function.
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Re: ZDoom Wiki Thread

Post by TheDarkArchon »

DoomRater wrote:Well, I kinda like being able to specify the damage range I want, but with FireBullets (as much as I love that function) I am forced to use the d3 rule instead of a damage range that want to use like 15-30.
In that case, swap the dummy around: Make a dummy projectile that serves the purpose of ammo depletion and use a no ammo punch
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Re: ZDoom Wiki Thread

Post by Project Shadowcat »

I thought hitscans could set their damage any way they please...?
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Re: ZDoom Wiki Thread

Post by Rachael »

Hitscans are damage you specify * random(1,3).
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Re: ZDoom Wiki Thread

Post by DoomRater »

TheDarkArchon wrote:In that case, swap the dummy around: Make a dummy projectile that serves the purpose of ammo depletion and use a no ammo punch
Yeah, that or I'll scrap the altfire attack and just make it a healer ability. It's for the Wolverine class if you were curious.
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Re: ZDoom Wiki Thread

Post by InsanityBringer »

A while ago Graf added a feature to $limit to allow the limit range to be changed, but it still isn't documented in the wiki. I'm just wondering if someone could verify this

Code: Select all

$limit soundname <amount> [distance] 
Specifies that at most <amount> instances can be played at once. A value of 0 means no limit at all. Limit only limits sounds that are played in a certain range of each other. By default this is 256(is this right?), but this can be optionally overridden by the distance paramater. 
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Re: ZDoom Wiki Thread

Post by Xim »

Gez
 
 
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Re: ZDoom Wiki Thread

Post by Gez »

The [wiki]MAPINFO[/wiki] page is horrible and severely needs an overhaul to be made readable again. I'm thinking for a start, each subpart (gameinfo, map, skill, episode+cluster) could go on a subpage.
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Xaser
 
 
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Re: ZDoom Wiki Thread

Post by Xaser »

I am not liking the idea of having the page fragmented into so many sub-pages. That will force readers to save/view five pages instead of just one.

Not only that, but it looks like an obscene amount of properties have been removed from the MAPINFO page altogether and can only be viewed by looking at the sub-pages, presenting not only the problems mentioned above but also requires double-maintenance. In case something needs to be changed, it'll have to be done on both pages. Not a good idea -- we don't want any wiki de-syncing.

Personally, I thought it was fine the way it was. Long, yes, but complete.

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