SkullTag's A_RailAttack()

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Theshooter7
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Joined: Wed Jun 06, 2012 2:15 am

SkullTag's A_RailAttack()

#1

Post by Theshooter7 » Tue Jun 26, 2012 12:06 am

I'm curious, and out of sheer laziness and actual difficulty in figuring it out without testing it a bunch, anyone happen to know how up-to-date SkullTag 98d's A_RailAttack function was with ZDoom's? In particular, did it support pufftypes and the "No Piercing" flag?
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Ænima
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RE: SkullTag's A_RailAttack()

#2

Post by Ænima » Tue Jun 26, 2012 1:40 am

Yes. I can confirm that ST/Zandronum support puff types for rail attacks and the nopiercing flag. I've used both in Super Skulltag. The SST Railgun spawns ricochets where the rail hits. And i used the "nopiercing" thing for Commander Keen's rail attack (I didn't want it to be too overpowered).
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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Theshooter7
Forum Regular
Posts: 262
Joined: Wed Jun 06, 2012 2:15 am

RE: SkullTag's A_RailAttack()

#3

Post by Theshooter7 » Tue Jun 26, 2012 1:51 am

Ænima wrote: Yes. I can confirm that ST/Zandronum support puff types for rail attacks and the nopiercing flag. I've used both in Super Skulltag. The SST Railgun spawns ricochets where the rail hits. And i used the "nopiercing" thing for Commander Keen's rail attack (I didn't want it to be too overpowered).
That is fantastic news, thank you!
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Ænima
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Posts: 3579
Joined: Tue Jun 05, 2012 6:12 pm

RE: SkullTag's A_RailAttack()

#4

Post by Ænima » Tue Jun 26, 2012 9:58 am

No prob, bro.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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