Squirrly missiles?

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Okgo5555
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Squirrly missiles?

Post by Okgo5555 »

I was looking for answers on the "how do I... thread", but it appears to be closed? Anyway, I have been trying to make my sort of "devietator/mini rocket launcher" weapon shoot rockets that behave a bit squirrly (ala the revenant's rockets in DooM 2016) is such a thing possible? Is there a code pointer that I am maybe not familiar with? It sort of kills the asthetich of what I am going for to have the rockets fly in a straight line to their spread angles.
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wildweasel
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Re: Squirrly missiles?

Post by wildweasel »

The "How Do I" thread was closed to encourage users to start new topics for editing questions - further, the Editing forum was split into several subsections to help organize them better. I've moved your question into Scripting, as that is the best fit for it.
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Matt
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Re: Squirrly missiles?

Post by Matt »

Cheapest way to do it: call the following ZScript every frame that the projectile is in the air:

Code: Select all

---- A 0 {vel+=(frandom(-1,1),frandom(-1,1),frandom(-1,1));} 
(or whatever #s you want - you can even create a bias (using [wiki]A_ChangeVelocity[/wiki] for a left or right bias))

[wiki]A_Weave[/wiki] is handy too.
Okgo5555
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Re: Squirrly missiles?

Post by Okgo5555 »

I feel bad. I found A_Weave right after posted this. I'm working on something very "vanilla" and unintrusive so I am just doing some DECORATE hackiness so that everything sort of stays true to the 90's. That, and I haven't hopped on to the cool new "ZScript" bandwagon yet. haha.
Okgo5555
Posts: 80
Joined: Thu Mar 23, 2017 11:18 am

Re: Squirrly missiles?

Post by Okgo5555 »

It has alot to do with how unfamiliar I am with the code pointers from Hexen and Heretic. I barely played those games when I was younger and I certainly never modded them in any way.

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