CapNapalm Posted August 9, 2011 Does disabling autoaim not work on the vertical plane? I did some quick testing and even if I aim at the ground with mlook I will still hit enemies on higher ledges with hitscan weapons. What is "autoaim = OFF" actually meant to do? 0 Share this post Link to post
printz Posted August 9, 2011 I think that hitscan attacks are still always autoaimed, while projectiles act as expected. I assume this is because in basic Doom, hitscans are "hardcoded" to autoaim. Notice how even monsters accidentally hit the monster closer to them, even if you're farther but on a hill; they have parasitic autoaim. Imps for example have no difficulty aiming in your direction. Quasar probably didn't implement a clause to remove hitscan autoaim from the player. 0 Share this post Link to post
Quasar Posted August 9, 2011 This actually happens because the "autoaim" feature created in SMMU was inherited from MBF's pre-beta emulation, and in the pre-beta version of DOOM, hitscans autoaimed but projectiles did not and therefore there has been no accounting for it. I kept meaning to fix this and it keeps slipping under my radar and off the TODO list by mistake. I'll check into it later since you brought it up. 0 Share this post Link to post
Officer D Posted September 15, 2011 It works for me just fine (hitscan and projectiles). Setup: GZDoom Autoaim - Never Smart Autoaim - Off 0 Share this post Link to post
Mithran Denizen Posted September 15, 2011 Officer D said:It works for me just fine (hitscan and projectiles). Setup: GZDoomSays the guy posting in the Eternity Engine subforum. 0 Share this post Link to post
Officer D Posted September 15, 2011 oops, sry didn't know Eternity was a doom engine. Thought it was just some thread name >.> 0 Share this post Link to post
Quasar Posted September 16, 2011 Besides that, this was addressed several SVN revisions ago. 0 Share this post Link to post
Officer D Posted September 16, 2011 And that, boys and girls, is why I have the Newbie tag. =( 0 Share this post Link to post