[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.4619406 [View]
File: 1.70 MB, 640x360, rotate.webm [View same] [iqdb] [saucenao] [google]
4619406

>>4619373
>>4619385
dakka solves this (and the whole "autoaim flattens the projectile spread" issue) in a rather involved way:

1. fire a single dummy projectile straight forward, with a speed of like 8
2. the dummy projectile takes its velocity and calculates its pitch from that (since projectiles spawn with pitch 0)
2a. if the projectile actually hit something the moment it spawned, it instead uses the pitch of its firer
3. once it has a pitch, it then uses some ACS to rotate its trajectory properly (instead of the "add angles and pitches together" which zdoom does normally) and spawn the projectile with the new trajectory
4. it repeats that however many times it needs to

I'm sure you could get rid of the dummy projectile step with zscript, but you'd still probably need something like it to account for autoaim without having the whole "flat spread" issue

and I imagine the same basic process works for hitscans, but since there's no FBF_AUTOAIM, I imagine you'd need zscript for the sole reason of toggling +NOAUTOAIM on and off

Navigation
View posts[+24][+48][+96]