Additional A_RailAttack Parameters

Moderator: GZDoom Developers

Post Reply
ant1991331
Posts: 598
Joined: Fri Jun 24, 2005 3:19 am
Location: Makin tracks with jetboots

Additional A_RailAttack Parameters

Post by ant1991331 »

1. bool Penetrate - The Rail attack goes straight through an object, or will stop at one. Default is True.
2. bool Straight - The Rail attack is straight by True, False would cause it to have a 'Lightning Zap' effect. Default is True. ---- Would this be possible? I think I remember seeing it somewhere before...

EDIT: Off-Topic: One more thing: GZDoom's Alternate Hud?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49225
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

1) A non-penetrating rail attack would be kind of useless. It'd be no more than an ordinary hitscan attack with a pretty effect.
2) No. That's not how hitscan traces work.

GZDoom HUD: I need something to keep GZDoom apart from ZDoom aside from the GL renderer, don't I?
ant1991331
Posts: 598
Joined: Fri Jun 24, 2005 3:19 am
Location: Makin tracks with jetboots

Post by ant1991331 »

Graf Zahl wrote:1) A non-penetrating rail attack would be kind of useless. It'd be no more than an ordinary hitscan attack with a pretty effect.
Well, we could make a new codepointer with Railgun preferences, but it dosent penetrate, and its not called 'A_RailAttack', maybe... 'A_BeamAttack'?
Post Reply

Return to “Closed Feature Suggestions [GZDoom]”