Magnum Express Posted March 21, 2011 I'm working on a Wolfenstein/Spear of Destiny WAD, and I was wondering how I would be able to copy the hitscan weapon damage style of the the two games. For those of you who don't understand what I'm talking about, in Wolfenstein, the farther away you are from an enemy you shoot, the less damage the shot does to the enemy (or vice versa). 0 Share this post Link to post
phi108 Posted March 21, 2011 There is a recent code submission for ZDoom adding an A_Wolfattack action: http://forum.zdoom.org/viewtopic.php?f=34&t=29027 Without that, you might be able to make the monster check its distance from the shoter, and remove the correct health based on the result. I don't know how that would work. 0 Share this post Link to post
Magnum Express Posted March 22, 2011 I'm not sure if I completely understand Gez's "WolfAttack". How would you put it into an ACTORS script? 0 Share this post Link to post
Mithran Denizen Posted March 22, 2011 Well, since Gez's new codepointer needs to be patched into the source code and compiled, you won't be able to do anything with it unless you use a customized executable. Once it's available in-game, though, you'd call A_WolfAttack the same way that you would call other attack codepointers, like A_SPosAttack. If that doesn't make sense, you should check out the DECORATE pages on the wiki. 0 Share this post Link to post