NeuralStunner wrote:It's actually much cooler than that: If your custom puffs are invisble/no-damage/etc., you could use this function to fire a shotgun-like spread of whatever projectile you choose, all in one go. So it'd be subject to correct single-shot autoaim behavior.
Along with hard coding one's own distance limitations too by setting the puff as a target/master/tracer then using GetDistance, etc.
Ed the Bat wrote:I don't suppose there's any interest in a variant of this using a railgun effect instead of projectiles? It would certainly help streamline having to work around A_RailAttack not honoring autoaim (as far as non-piercing rails go, that is)...
Less 'disinterested' and more 'fucking things up being a possibility'. However, you CAN spawn a projectile that in turns spawn the particles you need. I can show you how. It's just a matter of when this gets in.
wildweasel wrote:This would help immensely with my (rather old) plans for the Cyberdemon in ww-doomnukem. I'd planned for him to use a hitscan "lasersight" to aim and fire a fast-moving, non-homing missile, but realized there was no way to ensure that he'd actually fire where the laser is at.
I could assist you with that while waiting on the submission's review. That's doable without this. Even though it is old, with today's abilities in ZDoom, it's rather easy now.