[Increased] Hitscan Limited Range
Moderator: GZDoom Developers
Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
- Hirogen2
- Posts: 2033
- Joined: Sat Jul 19, 2003 6:15 am
- Operating System Version (Optional): Tumbleweed x64
- Graphics Processor: Intel with Vulkan/Metal Support
- Location: Central Germany
- Contact:
What monsters do have hitscan ("instant hit") weapons? We list:Graf Zahl wrote:Only for the player or for monsters, too? For the player I think this is a good idea. For the monsters I don't.
Zombies, Shotgun Guys, Chaingunners -- in basic, everyone who uses bullet weapons, everyone else uses projectile weapons.
And bullet weapons do already spread so much that a Shotgunner from 512 WU does not really hurt you, probably 1% or so. And at a range of 2048, you can be "glad" that if ONE of SEVEN pellets (single shotgun) hits you.
Of course, if you give a monster a railgun, well, then you're screwed, but then again, only ScriptedMarines and ZCajun Bots shall get railguns.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49228
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
In other words: some of the most frequently used monsters at all. And you forgot the Spider Mastermind.Hirogen2 wrote:What monsters do have hitscan ("instant hit") weapons? We list:
Zombies, Shotgun Guys, Chaingunners -- in basic, everyone who uses bullet weapons, everyone else uses projectile weapons.

The probability is admittedly low but it is not zero. And when there's a lot of hitscan monsters in a map the probability of being hit rises with it. The thing is there is no maximum attack range for monsters so they can possibly attack from an unlimited distance. The old distance limit prevented the player from getting hit by a monster too far away and I really don't like changing crucial things like this that can possibly break delicately balanced maps.And bullet weapons do already spread so much that a Shotgunner from 512 WU does not really hurt you, probably 1% or so. And at a range of 2048, you can be "glad" that if ONE of SEVEN pellets (single shotgun) hits you.
Why that? One of Quake2's better monsters had a railgun as a weapon.but then again, only ScriptedMarines and ZCajun Bots shall get railguns.
You forgot about the Spider Masterminds. Those guys could probably deal some pretty good damage even from far away.Hirogen2 wrote:What monsters do have hitscan ("instant hit") weapons? We list:
Zombies, Shotgun Guys, Chaingunners
Hey, Don't forget about the MonsterRail code pointer!Hirogen2 wrote:Of course, if you give a monster a railgun, well, then you're screwed, but then again, only ScriptedMarines and ZCajun Bots shall get railguns.
EDIT: Oops, Graf beat me to mentioning the spider. Nice timing by me.

Last edited by Xaser on Sat Sep 27, 2003 10:14 am, edited 1 time in total.
- Hirogen2
- Posts: 2033
- Joined: Sat Jul 19, 2003 6:15 am
- Operating System Version (Optional): Tumbleweed x64
- Graphics Processor: Intel with Vulkan/Metal Support
- Location: Central Germany
- Contact:
That's what I meant? En plus, giving an imp an railgun is somewhat, well, weird appearance. None of the Doom monsters actually fit with a railgun IMO, preferably with the one exception of the Shotgunner. If a monster gets the railgun, the damage level should be lowered, otherwise you are dead when you see the first Shotgun Guy.Xaser wrote:Hey, Don't forget about the MonsterRail code pointer!Hirogen2 wrote:Of course, if you give a monster a railgun, well, then you're screwed, but then again, only ScriptedMarines and ZCajun Bots shall get railguns.
The railgun issue is pointless as it doesn't use the same range limit as the bullet weapons. Drop it.
As for the monsters not being able to hit you from a far range, clearly someone here has never played Doom 2 MAP15 and angered the chaingunners on top of the "castle" from far away. It is quite annoying to get pelted from hundreds of feet and not know where the bullets are coming from.
Still I think this is a justified change even if it does affect the monsters. I don't really think it'll hurt too many maps--particularly since the limitations of vanilla Doom would have prevented excessively huge maps anyway--but maybe a compatibility option is in order?
As for the monsters not being able to hit you from a far range, clearly someone here has never played Doom 2 MAP15 and angered the chaingunners on top of the "castle" from far away. It is quite annoying to get pelted from hundreds of feet and not know where the bullets are coming from.
Still I think this is a justified change even if it does affect the monsters. I don't really think it'll hurt too many maps--particularly since the limitations of vanilla Doom would have prevented excessively huge maps anyway--but maybe a compatibility option is in order?
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49228
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
That's exactly what I meant. It can be a total Pain in the ass.HotWax wrote:The railgun issue is pointless as it doesn't use the same range limit as the bullet weapons. Drop it.
As for the monsters not being able to hit you from a far range, clearly someone here has never played Doom 2 MAP15 and angered the chaingunners on top of the "castle" from far away. It is quite annoying to get pelted from hundreds of feet and not know where the bullets are coming from.
I fully agree but the thing is that the distance is passed as a parameter to the hitscan functions. Doom uses the same constant (MISSILERANGE) for both monsters and players. So if Randy just changed this constant (that's how I read this post) it will affect both players and monsters. This parameter should be only increased when these functions are called from a player attack function and that can be easily done without affecting the monster attack functions.Still I think this is a justified change even if it does affect the monsters. I don't really think it'll hurt too many maps--particularly since the limitations of vanilla Doom would have prevented excessively huge maps anyway--but maybe a compatibility option is in order?
- David Ferstat
- Posts: 1113
- Joined: Wed Jul 16, 2003 8:53 am
- Location: Perth, Western Australia
- Contact:
While I second Enjay in loudly cheering the removal of this antique limitation, I don't think that it should be "across-the-board".
I agree that it's unlikely to have much effect upon the original id levels, I can see it changing some third-party maps. If someone has designed a map with enemies deliberately out of range of the player, then I can see that game-play would change if the hitscan range were to suddenly expand this dramatically. Similarly, if the mapper has designed an area wherein the player might have some safety from distant monsters, then, again, things won't work as intended.
I believe that the extended hitscan range should be an option defined in the MAPINFO lump, or similar. In other words, it should be a option set by the designer, NOT the player.
As far as monsters having the same hitscan range as player, well, I don't think that things should be easier than necessary for the player.
I agree that it's unlikely to have much effect upon the original id levels, I can see it changing some third-party maps. If someone has designed a map with enemies deliberately out of range of the player, then I can see that game-play would change if the hitscan range were to suddenly expand this dramatically. Similarly, if the mapper has designed an area wherein the player might have some safety from distant monsters, then, again, things won't work as intended.
I believe that the extended hitscan range should be an option defined in the MAPINFO lump, or similar. In other words, it should be a option set by the designer, NOT the player.
As far as monsters having the same hitscan range as player, well, I don't think that things should be easier than necessary for the player.

I suspect there won't be many, if any maps like this, but it is a valid point. I have had the opposite problem on a few of my maps. i.e. I have placed a hitscan enemy to provide me with a bit of a sniper problem to deal with. Then whilst zoomed in with my own sniper scope, I can watch him impotently shooting at me whilst I return equally impotent fire.David Ferstat wrote:If someone has designed a map with enemies deliberately out of range of the player, then I can see that game-play would change if the hitscan range were to suddenly expand this dramatically. Similarly, if the mapper has designed an area wherein the player might have some safety from distant monsters, then, again, things won't work as intended.

If there is only one change to be made - then lets have the extended range weapons across the board no question about that IMO. However, if Randy wants to differentiate I think a either compat option or a mapinfo option would do the job nicely. (Although the point about author rather than player choice is well made, and precludes the compat route.) Presumably the mapinfo option would default to traditional enemy range if not actually specified - to prevent breaking any old maps which may use the limited range as a feature. Does anyone actually know of any maps like that?