Mike800 Posted March 30, 2016 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? 0 Share this post Link to post
Li'l devil Posted March 30, 2016 Brutal Doom was not meant to be played with keyboard only. You have to use mouse. 0 Share this post Link to post
Mike800 Posted March 30, 2016 I'm a lot better with keyboard than with mouse. 0 Share this post Link to post
Spectre01 Posted March 30, 2016 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. 0 Share this post Link to post
scifista42 Posted March 30, 2016 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. 0 Share this post Link to post
Mike800 Posted March 30, 2016 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? 0 Share this post Link to post
MaxED Posted March 30, 2016 Try the ones with A_SetPitch first. If that doesn't work, try all the other ones! 0 Share this post Link to post
Mike800 Posted March 31, 2016 A_SetPitch is in both Hold and Fire2 states. Should I remove both lines? and what about A_SetAngle? 0 Share this post Link to post
scifista42 Posted March 31, 2016 1. Probably yes. 2. Only if you're concerned about horizontal shivering as well. http://zdoom.org/wiki/A_SetAngle All DECORATE functions have clearly defined and documented effects and usage. Just learn and possibly experiment what happens when you add, remove or change them. 0 Share this post Link to post
Mike800 Posted March 31, 2016 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. 0 Share this post Link to post
scifista42 Posted March 31, 2016 A_Recoil, as you can read here, pushes the player backwards. If you don't want it, remove the line, otherwise keep it. 0 Share this post Link to post
Mike800 Posted March 31, 2016 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. 0 Share this post Link to post
scifista42 Posted March 31, 2016 "Connected" doesn't matter. Separate function calls don't influence the behavior of each other. Scripting isn't magic. :) 0 Share this post Link to post