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OkDoomer174

How to create a railgun with MBF21?

Question

I've been stuck on this for quite a while now. What I'm looking for is either:

  1. A way to create a super fast-moving projectile that won't skip collision checks
  2. A way to fire a single BFG tracer-type thing
  3. A way to fire a hitscan shot and create a thing on the target

Any help would be much appreciated.

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3 hours ago, OkDoomer174 said:

A way to create a super fast-moving projectile that won't skip collision checks

MBF21 defines new code pointer types, but it doesn't define a new physics spec. Anything moving faster than its radius is guaranteed to miss objects and walls within its movement, and there's nothing you can do about that.

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Look here

1. A_WeaponProjectile(type, angle, pitch, hoffset, voffset). Create new type separate and add speed high number

2. Do you want that BFG shot one ball?

3. I didn't quite get that.

Edited by CrazyDoomguy

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15 hours ago, CrazyDoomguy said:

2. Do you want that BFG shot one ball?

No, essentially what I want is a projectile that fires a BFG spray, but only one tracer instead of a whole bunch.

 

15 hours ago, CrazyDoomguy said:

3. I didn't quite get that.

Essentially, it should fire a hitscan shot and spawn an actor on top of the thing it hits, similarly to a blood splat.

 

12 hours ago, Edward850 said:

MBF21 defines new code pointer types, but it doesn't define a new physics spec. Anything moving faster than its radius is guaranteed to miss objects and walls within its movement, and there's nothing you can do about that.

Say, this got me thinking, I could probably make the radius bigger to make skipping collisions not a problem. Then again, projectiles seem to have problems with autoaim at especially high speeds...

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I once experimented with having a hitscan attack that makes multiple shots with no deviation, which mostly works. I even added an invisible projectile that flies by and spawns particles in spiral pattern.

It worked, but I didn't like it.

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On 6/6/2022 at 11:42 AM, OkDoomer174 said:

No, essentially what I want is a projectile that fires a BFG spray, but only one tracer instead of a whole bunch.

 

Essentially, it should fire a hitscan shot and spawn an actor on top of the thing it hits, similarly to a blood splat.

 

Say, this got me thinking, I could probably make the radius bigger to make skipping collisions not a problem. Then again, projectiles seem to have problems with autoaim at especially high speeds...

I'm mapping for Discord hosted community project that has a "hunting rifle" which is a shotgun that fires 5 hitscans in a single line, passing through enemies killed by the initial shots functioning similar to a railgun (vs monsters).

 

If you want to take a look at the *wip resrouce pack it's available in my projects folder (denapsed2v2.wad) if you're not a member of @Napsalm's Discord.
He does some amazing stuff with dehacked and would be a good person to ask directly as he's usually open to helping out with dehacked.

As a brain-storm. The archvile attack spawning the flame may be a way to add an additional sprite/dehacked to spawn something on a target.

 

*Please note - I am newer to DW and not familiar with a lot of other dehackers in the community and have not actually made dehacked stuff at this point.

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