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A_FireBullets... Sometimes hit, sometimes not?

Posted: Tue Aug 20, 2013 4:13 pm
by rico345
Well, this is really serious problem of my mod.

Problem is : Firing FireArm(with A_FireBullets), sometimes just not hit.

This is code :

Code: Select all


Fire :
			SCOP C 1 A_FireBullets(0,0,1,150,"M90Puff",FBF_NORANDOM,30000)
			TNT1 AAA 0 A_FireBullets(0,0,1,150,"M90NotShownPuff",FBF_NORANDOM,30000)

I just can't understand because same styles other weapon work.
Look this. It's working fine.

Code: Select all


SCOP A 1 A_FireBullets(0,0,1,10,"M40Puff",FBF_NORANDOM,20000)
			TNT1 AAAAAAAAAAAA 0 A_FireBullets(0,0,15,"M40NotShownPuff",FBF_NORANDOM,20000)

If both not work, I can understand.
But only that weapon does not working!

These are Bulletpuffs of them :

Code: Select all


actor NewPuff : BulletPuff
{
	Renderstyle Add
	-NONETID
	+NOBLOCKMAP
	+NOGRAVITY
	-ALLOWPARTICLES
	damagetype "Bullet"
	+NOEXTREMEDEATH
	+PUFFONACTORS
	+PUFFGETSOWNER
	decal RifleChip

	States
	{
		Spawn:
			TNT1 A 1
			TNT1 A 0 A_JumpIfCloser(16,"Nothing")
			TNT1 A 0 A_SpawnItemEx("GunImpactSmoke", 0, 0, 0, 0, 0, 0, 0, 128, 0)
			TNT1 A 0 A_GiveToTarget("HitIndicator",1)
			TNT1 A 0 A_PlaySound("effect/hit")
			WPPU ABCDEF 1
			WPPU GHI 1 A_FadeOut(0.01)
			WPPU JKL 2 A_FadeOut(0.05)
			WPPU MN 2 A_FadeOut(0.10)
			Stop
		Nothing :
			TNT1 A 0
			Stop
		Crash :
			TNT1 A 0
			TNT1 A 0 A_SpawnItemEx("GunImpactSmoke", 0, 0, 0, 0, 0, 0, 0, 128, 0)
			TNT1 A 0 A_PlaySound("effect/rico")
			WPPU ABCDEF 1
			WPPU GHI 1 A_FadeOut(0.01)
			WPPU JKL 2 A_FadeOut(0.05)
			WPPU MN 2 A_FadeOut(0.10)
			Stop
	}
}

actor M40Puff : NewPuff
{
	DamageType "M40"
}

actor M90Puff : NewPuff
{
	DamageType "M90"
}


What is the problem?
Is this Zandronum Bug? or may I did something wrong?
This is really serious to me...
Someone help plz!

RE: A_FireBullets... Sometimes hit, sometimes not?

Posted: Tue Aug 20, 2013 4:22 pm
by Klofkac
Well, I would think problem could be in range being too high, but anyway:

Code: Select all

TNT1 AAA 0 A_FireBullets(0,0,1,150,"M90NotShownPuff",FBF_NORANDOM,30000)
should be

Code: Select all

TNT1 A 0 A_FireBullets(0,0,3,150,"M90NotShownPuff",FBF_NORANDOM,30000)

RE: A_FireBullets... Sometimes hit, sometimes not?

Posted: Tue Aug 20, 2013 4:29 pm
by Lollipop
Why should a rifle shoot 3 bullets? That do not make any real sense, as it's not a shotgun.

RE: A_FireBullets... Sometimes hit, sometimes not?

Posted: Tue Aug 20, 2013 4:53 pm
by rico345
Lollipop wrote: Why should a rifle shoot 3 bullets? That do not make any real sense, as it's not a shotgun.
For Penetration on Death. I knew it someone ask it.

RE: A_FireBullets... Sometimes hit, sometimes not?

Posted: Tue Aug 20, 2013 4:54 pm
by Ænima
Lollipop wrote: Why should a rifle shoot 3 bullets? That do not make any real sense, as it's not a shotgun.
Look at the X and Y spread values. They're zero. This isn't a shotgun. This is a technique that has been used for YEARS to create "armor-piercing" hitscan attacks which also have high painchance. Great for sniper rifles. I've used this technique myself in Mercenaries.

EDIT:
And yeah like Rico just ninja-posted before me, it will "penetrate" through a killed enemy and hit the enemy behind him.

RE: A_FireBullets... Sometimes hit, sometimes not?

Posted: Wed Aug 21, 2013 7:16 am
by Lollipop
Oh right, thank you for explaining that ;)
I will remember this, might prove usefull to me :3

RE: A_FireBullets... Sometimes hit, sometimes not?

Posted: Wed Aug 21, 2013 7:33 am
by rico345
Klofkac wrote: Well, I would think problem could be in range being too high,
You are genius dude! THANKS!