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Mike800

Brutal Doom minigun problem

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I've encountered a problem with Brutal Doom's minigun: the more it fires, the higher it aims. (I play Doom with just the keyboard.)
Is there a solution for this?

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Brutal Doom also turns off autoaim so it's really not meant for keyboard play unless you're a masochist. My suggestion is to just use the mouse and play BD like any modern FPS.

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Either keep pressing "center view" button while shooting the chaingun, or edit your copy of Brutal Doom to remove the chaingun's aim recoil from its DECORATE code.

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scifista42 said:

edit your copy of Brutal Doom to remove the chaingun's aim recoil from its DECORATE code.

Which line exactly do I have to edit?

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A_SetPitch is in both Hold and Fire2 states. Should I remove both lines? and what about A_SetAngle?

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Thanks.
Just one last thing:
Here is the beginning of the Hold state:

Spoiler

Hold:
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Spin",1,"Fire2")

TNT1 A 0 A_Recoil(0.1)
TNT1 A 0 A_SetAngle(random(1, -1) + angle)
TNT1 A 0 A_SetPitch(-0.5 + pitch)


//TNT1 A 0 A_CustomMissile ("Rocket", 0, 0, 15, 2)


TNT1 A 0 A_PlaySound("CHAINSPI", 3)
TNT1 A 0 A_PlaySound("CHGNSHOT", 1)
TNT1 A 0 A_SpawnItem("DistantMinigunFireSound", 0, 0, 0)
TNT1 A 0 A_Recoil(0.1)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
////TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
CHAF A 1 BRIGHT A_FireBullets(4, 4, 1, 9, "MachineGunBulletPuff", 1)
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
CHAF A 0 BRIGHT A_FireCustomMissile("MinigunTracer", random(-3,3), 0, -1, -12, 0, random(-3,3))
TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", random(-3,3), 0, -1, 0, 0, random(-3,3))
TNT1 A 0
TNT1 A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)
CHAF B 1

Should I remove also the A_Recoil line? (The line before A_SetAngle.)
These 3 lines seem like one unit.

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A_Recoil, as you can read here, pushes the player backwards. If you don't want it, remove the line, otherwise keep it.

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I want this function.
The reason I asked about it is because I noticed that the A_Recoil line appears twice in this state, and thought that maybe the first one should be removed because it seems connected to A_SetPitch and A_SetAngle, which I want to remove.

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"Connected" doesn't matter. Separate function calls don't influence the behavior of each other. Scripting isn't magic. :)

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