Using monster attacks on player weapons...

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wildweasel
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Using monster attacks on player weapons...

Post by wildweasel »

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.
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Nanami
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Post by Nanami »

Randy's been working on this. Eventually it will use ammo and shoot whenever you hit the key, not just when you've been hit. You also won't jerk toward the enemy.

Quasar's done this in Eternity already, but some weapons don't work (you can't use the arch-vile flame, for example).
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Post by Anonymous »

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!
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Nanami
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Post by Nanami »

I wouldn't say it needs to be "fixed," more like it needs to be "completed."
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Post by HotWax »

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!
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.

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.
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Post by Enjay »

Indeed. A big part of "works fine" in this case means that Zdoom won't crash whenever the code pointer is used. Which is exactly what used to happen with vanilla doom when you used enemy pointers on player weapons.
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