BOOM! Got a working example. Passes through actors too.
It's done by abusing CustomInventory and A_RailAttack.
Type "give raycaster" in the console to perform a raycast, how you retrieve the raycast values in ACS is up to you, I have no idea right now.
Well, I'm off to bed
Re: Racing engine script?
Posted: Sun Nov 10, 2013 8:46 am
by Nash
The sun glare rendering and occlusion in my weather engine is done by firing a hitscan "casting" a "ray" from the player to a sky surface. Hit sky surface = draw sun, otherwise = occlude sun. :D Actors, flats and lines can properly occlude the sun glare this way.
Re: Racing engine script?
Posted: Mon Nov 11, 2013 12:07 pm
by Vader
I didn't check the whole thread, so sorry if it has been mentioned before, but there has been an atempt at creating a DoomKart mod before. IIRC it has been started by Solarsnowfall (no idea if he's still active around here) and I surely remember that I created a Zombieman-kart for that mod. Don't know if this is of any help, but it might be worth searching for that thread!
Edit: Oh and I'm pretty sure it was a different thing than Zoom by Nanami etc.
Re: Racing engine script?
Posted: Mon Nov 11, 2013 12:22 pm
by scalliano
Probably not strictly necessary at this point, but:
Item box?
Re: Racing engine script?
Posted: Mon Nov 11, 2013 1:35 pm
by Gez
inB4raveskull
inFterraveskull
Re: Racing engine script?
Posted: Tue Nov 12, 2013 2:15 am
by Nash
unce unce unce unce~
Re: Racing engine script?
Posted: Fri Nov 15, 2013 9:04 am
by le_L
I've made one attempt at an F-Zero TC, but the scripting became too much of a nightmare to work with. It's been sitting in my HDD for a little while. Tinker with it any way you like if you're going to.
hours-late edit: To test it, it's "map anticlimax" in the console.