[SUBMISSION] Flak Cannon
- DavidN
- Topic Author
- Wraith
- Posts: 17
I tried the method I outlined above this morning with the "middle manager" item, loaded it up, fired the flak cannon and instantly died because the missiles were no longer owned by the player And the pitch randomization still didn't work!
I think I'm going to have to throw the towel in on this, if it's permissible for the weapon to just not work with autoaim - I've gone back to the original NOAUTOAIM approach and added a note in the DECORATE for it.
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- BadMojo
- Wicked
- Posts: 224
So what Ive done is create a custom dummy A_FireBullets actor that has autoaim, doesn't deal damage or create a visual "puff".. the reason behind that is to get the vertical position of the dummy puff.
Now, about the script.. Basically what it does is get both the dummy bullet puff's position and the players position. Then it calculates the distance and height between the two, and returns the angle. pretty simple really... well sort of
Im pretty bad at explaining things... but youll see what Ive changed anyway.
Download: https://www.dropbox.com/s/nrhhc7vdyimz7nq/FlakCannonAutoAim.wad?dl=0
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- DavidN
- Topic Author
- Wraith
- Posts: 17
Moderators, I've put this version up at http://teamouse.net/games/doom/FlakCannonAutoAim.wad - do you think the autoaim is worth the added ACS?
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- BadMojo
- Wicked
- Posts: 224
Probably a good idea to provide that with the credits if you end up using it.
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- Blue Shadow
- Administrator
- Posts: 1129
Personally, I'd choose the "no autoaim" version, even though I'm a keyboard-only player. It's not like we don't have non-autoaim friendly weapons already on the repo.DavidN wrote: Moderators, I've put this version up at http://teamouse.net/games/doom/FlakCannonAutoAim.wad - do you think the autoaim is worth the added ACS?
So I'll leave the decision to MagicWazard as to which one to go with.
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- MagicWazard
- Moderator
- Posts: 808
Just for giggles, though, can I see the version you made with a "middleman" projectile?
Also, the gun consumes a point of ammo and produces a light when the gun is "used" from the console to "equip" it. It's calling an attack action you probably don't want it to.
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- BadMojo
- Wicked
- Posts: 224
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- MagicWazard
- Moderator
- Posts: 808
BadMojo wrote: @MagicWazard Your probably thinking about my EMS Rifle submission, its the script from that. Also, theres an A_FireBullets in weapon select... I left it in there by accident when implementing the acs, its not there in the non-autoaim version.
Yeah, that's where I saw it used. Thanks!
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- Blue Shadow
- Administrator
- Posts: 1129
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- MagicWazard
- Moderator
- Posts: 808
Blue Shadow wrote: I took a stab at trying to solve the autoaim problem, and with a bit for ZScript magic, I think I've managed it:
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By gum, I believe you've pulled it off!
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