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[SUBMISSION] Flak Cannon

  • DavidN
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7 years 9 months ago #11 by DavidN
Replied by DavidN on topic [SUBMISSION] Flak Cannon
Aha... that's interesting about RANDOMIZE. Thanks for bringing it up!

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
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7 years 9 months ago - 7 years 9 months ago #12 by BadMojo
Replied by BadMojo on topic [SUBMISSION] Flak Cannon
Hmm.... BlueShadow is not going to like this one... But Ive managed to get autoaim to work without losing the randomized vertical spread using an acs script I stumbled across a while ago that enables autoaiming for the railgun attack.

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
Last edit: 7 years 9 months ago by BadMojo.

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  • DavidN
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7 years 9 months ago #13 by DavidN
Replied by DavidN on topic [SUBMISSION] Flak Cannon
Thanks for contributing that, that's great - it's definitely a huge workaround but it gives a better result than I ever got :) I've adjusted it a bit so that it doesn't refuse to run on GZDoom 2.3.2 (by removing the write to a user variable and just using CallACS directly in the FireCustomMissile state).

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
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7 years 9 months ago #14 by BadMojo
Replied by BadMojo on topic [SUBMISSION] Flak Cannon
This is where the acs originated from: https://forum.zdoom.org/viewtopic.php?f=37&t=47102

Probably a good idea to provide that with the credits if you end up using it.

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  • Blue Shadow
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7 years 9 months ago #15 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Flak Cannon

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?

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.

So I'll leave the decision to MagicWazard as to which one to go with.

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  • MagicWazard
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7 years 9 months ago #16 by MagicWazard
Replied by MagicWazard on topic [SUBMISSION] Flak Cannon
Well, the ACS autoaim for the projectiles, unfortunately, doesn't work very well. It doesn't calculate the "base" angle of the projectiles correctly. I recollect somebody posted an ACS autoaiming railgun on the forums here using that same ACS script, and that also had angle calculation problems. (I can't find the exact thread I'm remembering, unfortunately.) So, I wouldn't consider that ACS script a viable solution--not in its current state. Personally, I'd say we can live without autoaim, as much as it breaks my keyboard-using heart. If a better solution presents itself later, we can always update it.

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
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7 years 9 months ago #17 by BadMojo
Replied by BadMojo on topic [SUBMISSION] Flak Cannon
@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.

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  • MagicWazard
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7 years 9 months ago #18 by MagicWazard
Replied by MagicWazard on topic [SUBMISSION] Flak Cannon

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
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7 years 8 months ago #19 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Flak Cannon
I took a stab at trying to solve the autoaim problem, and with a bit for ZScript magic, I think I've managed it:

Attachment not found

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  • MagicWazard
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7 years 8 months ago #20 by MagicWazard
Replied by MagicWazard on topic [SUBMISSION] Flak Cannon

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:

Attachment not found


By gum, I believe you've pulled it off! :D

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