Grazza
Inventor of "Y Y" to quit
Posts: 11784
Registered: 07-02 |
Yes, it is possible in vanilla but is much less likely than in Zdoom. This is due to changes made in Zdoom 2.0.51 whereby the program ignores the blockmap for the purpose of the relevant calculation.
http://games.moria.org.uk/doom/rese...-through-things
To make it more likely in vanilla (and ports that haven't altered this behaviour), you need to be aiming in a purely north, south, east or west direction, for the SMM to be entirely (or mostly) within a block of the blockmap, and of course to make sure it gets hit with the fireball and a full dose of the BFG tracers.
http://www.doomworld.com/vb/showthr...8543#post648543
In that post I put forward the view (based on rough calculations) that from a random angle of attack and with random positioning of the SMM w.r.t. the blockmap, a SMM has about a 3% chance of being killed with one perfectly aimed BFG shot, as opposed to 62% with Zdoom (though I wasn't taking into account Zdoom's different random number generation - empirical testing suggests it doesn't make a big difference to the percentage chance). 62% should be the chance of a one-shot kill in vanilla with the "ideal" conditions I mentioned above.
Anders's post in this thread sheds light on how the vanilla PRNG behaves (and why therefore a one-shot cyberdemon kill is a theoretical impossibility, rather than merely highly unlikely).
Zdoom has recently introduced a compatibility option for this: "use doom code for hitscan checks".
DeathevokatioN said:
I'm asking this because a map I'm working on has a combat situation where you have one charge to take out a Spider, and it's perfectly possible to time this shot so that you can charge up the bfg from around the corner and then race towards the spider and blast it before it has a chance at shooting you.
Not a good idea. In no ports, and not even in ideal conditions, can a one-shot kill ever be guaranteed, as it depends on the random number generator.
|