Selective Autoaim for Weapon Functions

Moderator: GZDoom Developers

User avatar
NeuralStunner
 
 
Posts: 12305
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Location: capital N, capital S, no space

Re: +WEAPON.NOAUTOAIM_PRIMARY/SECONDARY

Post by NeuralStunner »

Ed the Bat wrote:I'm pretty certain that the several posts preceding my latest bump are to that tune (read: I agree with you). I only proposed it as a flag the first time because I thought it would have a better chance of being done quicker. 19 months later, I wonder if I would've been right about that. :P
Okay, yeah, I see that now. It's just that you weren't specific about "this" in the bump post. :P
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US

Re: +WEAPON.NOAUTOAIM_PRIMARY/SECONDARY

Post by Ed the Bat »

NeuralStunner wrote:Okay, yeah, I see that now. It's just that you weren't specific about "this" in the bump post. :P
Well, since I was indicating that I made the bump solely for the presence of the new flags parameter in A_CustomMissile, I figured it was implied that I wanted to take that route. And again, as you said before, it would be a more precise way to tell the engine what is desired; one of a number of reasons this is a more proper approach.

Though, come to think of it, I suppose it would be prudent of me to change the thread title to reflect the current desires?
User avatar
NeuralStunner
 
 
Posts: 12305
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Location: capital N, capital S, no space

Re: +WEAPON.NOAUTOAIM_PRIMARY/SECONDARY

Post by NeuralStunner »

Sure. (You could also archive the OP in a spoiler and put the new concept above it.)
User avatar
Tormentor667
Posts: 13470
Joined: Wed Jul 16, 2003 3:52 am

Re: Selective Autoaim for Weapon Functions

Post by Tormentor667 »

Exactly why I am looking forward to this as well:
http://forum.zdoom.org/viewtopic.php?f=3&t=48873
User avatar
Tormentor667
Posts: 13470
Joined: Wed Jul 16, 2003 3:52 am

Re: Selective Autoaim for Weapon Functions

Post by Tormentor667 »

Is this hard to add, low prio or simply impossible? Some programmers' feedback would be appreciated :)
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US

Re: Selective Autoaim for Weapon Functions

Post by Ed the Bat »

Looks like this can be closed, now. :D
User avatar
Tormentor667
Posts: 13470
Joined: Wed Jul 16, 2003 3:52 am

Re: Selective Autoaim for Weapon Functions

Post by Tormentor667 »

In which way has it been implemented? (or actually, how can this be applied to the WOlfenDoom grenades?)
Blue Shadow
Posts: 4925
Joined: Sun Nov 14, 2010 12:59 am
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Selective Autoaim for Weapon Functions

Post by Blue Shadow »

Tormentor667 wrote:In which way has it been implemented?
This way, I believe.
User avatar
Tormentor667
Posts: 13470
Joined: Wed Jul 16, 2003 3:52 am

Re: Selective Autoaim for Weapon Functions

Post by Tormentor667 »

Thank you :)

Return to “Closed Feature Suggestions [GZDoom]”