NOTAUTOAIMED and weapon.noautoaim not working

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Wad'a'Holic
 
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NOTAUTOAIMED and weapon.noautoaim not working

#1

Post by Wad'a'Holic » Tue Aug 07, 2012 11:22 am

Hi there,
Looked these two DECORATE flags up on the wiki but it doesn't look like they work in the latest version of Zandronum.

Example:
"weapon.noautoaim" is an unknown actor property

Does anyone know of a valid workaround for this?
I've got lightbulbs that are shootable.
As HexaDoken pointed out, I wasn't using a + for the weapon.noautoaim flag :lol:

Still not sure about the other one however
Last edited by Wad'a'Holic on Tue Aug 07, 2012 12:08 pm, edited 1 time in total.

HexaDoken
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RE: NOTAUTOAIMED and weapon.noautoaim not working

#2

Post by HexaDoken » Tue Aug 07, 2012 12:10 pm

+NOTAUTOAIMED is indeed unsupported, it seems.

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Torr Samaho
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RE: NOTAUTOAIMED and weapon.noautoaim not working

#3

Post by Torr Samaho » Tue Aug 07, 2012 3:40 pm

+WEAPON.NOAUTOAIM works, GrenadeLauncher uses it. Actually I implemented this flag before ZDoom even had it.

Lollipop
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RE: NOTAUTOAIMED and weapon.noautoaim not working

#4

Post by Lollipop » Mon Aug 13, 2012 4:42 pm

I think in this chase he want it to work from the lightbulbs side, so he can autoaim other things but not the lightbulbs? Anyway such a feature would be nice... idea is coming up...
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GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

Ijon Tichy
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RE: NOTAUTOAIMED and weapon.noautoaim not working

#5

Post by Ijon Tichy » Mon Aug 13, 2012 4:44 pm

you can't exclude specific +SHOOTABLE actors from an autoaim check in zandronum

yet another reason zdoom is better

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Torr Samaho
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RE: NOTAUTOAIMED and weapon.noautoaim not working

#6

Post by Torr Samaho » Mon Aug 13, 2012 6:29 pm

Ijon Tichy wrote: yet another reason zdoom is better
IMHO it doesn't make sense to say that ZDoom is better (or worse) than Zandronum (unless you consider ZDoom's p2p network model to be better than a client/server approach). That's comparing apples and oranges.

TerminusEst13
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RE: NOTAUTOAIMED and weapon.noautoaim not working

#7

Post by TerminusEst13 » Mon Aug 13, 2012 7:41 pm

Imho, I'd think it's more comparing golden delicious apples to granny smith apples, since both of them are based from the same tree.

Lollipop
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RE: NOTAUTOAIMED and weapon.noautoaim not working

#8

Post by Lollipop » Wed Aug 15, 2012 11:12 am

true, but how offtopic didnt this get? -.-
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

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Dark-Assassin
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RE: NOTAUTOAIMED and weapon.noautoaim not working

#9

Post by Dark-Assassin » Wed Aug 15, 2012 4:21 pm

I think +NOTARGET should do the trick.
My coding memory is a little rusty though, so don't rage if I was incorrect...
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Qent
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RE: NOTAUTOAIMED and weapon.noautoaim not working

#10

Post by Qent » Wed Aug 15, 2012 6:13 pm

Wad wrote: Does anyone know of a valid workaround for this?
I've got lightbulbs that are shootable.
sv_smartaim is supposed to have a setting that targets only enemies.
Last edited by Qent on Wed Aug 15, 2012 6:14 pm, edited 1 time in total.

Llewellyn
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RE: NOTAUTOAIMED and weapon.noautoaim not working

#11

Post by Llewellyn » Wed Aug 15, 2012 10:59 pm

-=Dark-Assassin=- wrote: I think +NOTARGET should do the trick.
My coding memory is a little rusty though, so don't rage if I was incorrect...
NoTarget doesn't prevent players from targeting anything, it only prevents NPCs (non-player-characters) from targeting something, I believe.

I need a way to prevent one player from auto-aiming another one, like if SetPlayerProperty(0,1,PROP_NOTARGET) actually worked for PvP.

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