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Bashe
Forum Staple


Posts: 2066
Registered: 11-03


Is it possible to make anything that has a hitscan weapon already shoot out projectiles, like with DeHackEd or something?

Old Post 07-27-04 05:21 #
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WildWeasel
Resident Castlevania Super-Fanboy


Posts: 2587
Registered: 07-03


Change their firing codepointer so that it fires out a different monster's projectile, using BEX code pointers. For example (taken from doomos.wad):

[CODEPTR]

FRAME 454 = BspiAttack

This would make the Imp fire Arachnotron fireballs. This can still be used on hitscan enemies (chaingunners, etc).

Old Post 07-27-04 05:29 #
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Bashe
Forum Staple


Posts: 2066
Registered: 11-03


How do you make it so things like rockets are hitscan weapons? Think of the BFG10K in Skulltag.

Last edited by Bashe on 07-27-04 at 06:07

Old Post 07-27-04 05:36 #
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Terra-jin
The Sky-Surfer


Posts: 415
Registered: 01-04


Make their speed 10000?

Old Post 07-27-04 11:10 #
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Jayextee
Darth Jrrr


Posts: 321
Registered: 10-00


Isn't that going to make them fire at all kinds of weird and wacky angles, like straight up, or hard-left of where they should be? IIRC this happens with silly high projectile speeds.

Old Post 07-27-04 13:18 #
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Vegeta
I don't "POST WAREZ, POST WAREZ!" anymore


Posts: 2635
Registered: 02-02


In source port, not anymore.

Old Post 07-27-04 14:30 #
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Graf Zahl
Why don't I have a custom title by now?!


Posts: 7130
Registered: 01-03


Everything above 200 will create odd effects even in ZDoom. for everything else if will become erratic much earlier.

Old Post 07-27-04 14:43 #
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Ichor
The Mysterious Red Square


Posts: 6722
Registered: 07-02


Some really fast projectiles like Hexen's Sapphire Wand shot or Heretic's powered up Dragon Claw use a slightly different code. You could use one of these instead.

Old Post 07-27-04 15:08 #
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