A neat effect I discovered that could be really sweet for a high-power weapons replacement.
In a DeHackEd patch, use BOOM codepointers to change any of the player's attacks to an enemy's bullet weapon (the Spider Mastermind's attack is optimal). In game, the attack does nothing until something shoots at you, in which case the weapon will automatically face you towards the last thing that shot you (dead or not). Try binding this up to the plasma rifle and making it fire 5 bullets per shot...sweet stuff.
This was found entirely by accident while trying to get three weapons to use the pistol codepointer but use different sounds.
Using monster attacks on player weapons...
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- wildweasel
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Depends on your definition of "works fine". Randy changed some code awhile ago to allow monster codepointers to work when applied to the player. Obviously there're bound to be some strange occurances that crop up as a result, since the monster codepointers were designed to act as AI for the enemies.Polly_Object wrote:For some reason, some people say that using monster attacks on player weapons will work fine, only of course, I tried it and got a bunch of wierd stuff, mainly what Wildweasel here mentioned. I hope this gets fixed soon!
The particular effect of "turning to face last attacker" is working 100% as intended. Before any monster attacks, it first needs to aim. There is a codepointer which tells the monster to turn to face its target, and then a separate one which actually does the firing. When applied to a player's weapon, the player correctly turns to face his last attacker when the codepointer is used.