Projectile with Gravity doesn' work

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rico345
 
Posts: 68
Joined: Sun Jul 08, 2012 2:13 pm
Location: Republic Of Korea

Projectile with Gravity doesn' work

#1

Post by rico345 » Mon Jan 27, 2014 12:18 pm

I made realistic bullet (it's very fast and has gravity so It can't go far).
What I did is remove NOGRAVITY flag and set gravity property.
But It's not working. What's the problem?

Code: Select all

actor "Proj_M1897" : FastProjectile
{
	Projectile
	obituary "%k [M1897 Trench Gun] %o"
	Speed 250
	Height 2
	Radius 2
	Damage (19)
	-NOGRAVITY
	Gravity 3.8
	decal RifleChip
	DamageType "Shotgun"
	
	States
	{
		Spawn :
			TNT1 A 1
			Loop
		Death :
			TNT1 A 0
			TNT1 A 1 A_SpawnItemEx("RiflePuff", 0, 0, 0, 0, 0, 0, 0, 128, 0)
			Stop
	}
}

Watermelon
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Location: Rwanda

RE: Projectile with Gravity doesn' work

#2

Post by Watermelon » Mon Jan 27, 2014 1:02 pm

You may have to apply a ThrustThingZ in the spawn state to emulate gravity if FastProjectile's don't accept gravity. The FastProjectile class has weird things done to it so it can work right in doom IIRC.
Last edited by Watermelon on Mon Jan 27, 2014 1:03 pm, edited 1 time in total.

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Dark-Assassin
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RE: Projectile with Gravity doesn' work

#3

Post by Dark-Assassin » Mon Jan 27, 2014 1:13 pm

I don't think FastProjectile supports gravity.
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rico345
 
Posts: 68
Joined: Sun Jul 08, 2012 2:13 pm
Location: Republic Of Korea

RE: Projectile with Gravity doesn' work

#4

Post by rico345 » Tue Jan 28, 2014 2:31 am

Watermelon wrote: You may have to apply a ThrustThingZ in the spawn state to emulate gravity if FastProjectile's don't accept gravity. The FastProjectile class has weird things done to it so it can work right in doom IIRC.
Thanks. So I did, but not work..

Code: Select all

actor "Proj_Thompson" : FastProjectile
{
	Projectile
	obituary "%k [Thompson] %o"
	Speed 125
	Height 2
	Radius 2
	Damage (23)
	Gravity 0.5
	decal RifleChip
	DamageType "SMG"
	
	States
	{
		Spawn :
			BAL1 A 18
			BAL1 A 1 ThrustThingZ(0,35,1,0)
			BAL1 A 0 ACS_ExecuteAlways(112,0,37,0,0)
		Static :
			BAL1 A 1
			Loop
		Death :
			TNT1 A 0
			TNT1 A 1 A_SpawnItemEx("SMGPuff", 0, 0, 0, 0, 0, 0, 0, 128, 0)
			Stop
	}
}
-=Dark-Assassin=- wrote: I don't think FastProjectile supports gravity.
Thanks. So I removed "FastProjectile" and its work but without "FastProjectile", close distance didn't hitten the target well.
Last edited by rico345 on Tue Jan 28, 2014 2:31 am, edited 1 time in total.

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Dark-Assassin
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RE: Projectile with Gravity doesn' work

#5

Post by Dark-Assassin » Wed Jan 29, 2014 10:11 am

Try testing this in Zandronum 2.0 or ZDoom 2.5.0
Not sure if it will work at all, but FastProjectile may have been updated around then.
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❔ Use the relevant support channels instead.

rico345
 
Posts: 68
Joined: Sun Jul 08, 2012 2:13 pm
Location: Republic Of Korea

RE: Projectile with Gravity doesn' work

#6

Post by rico345 » Thu Jan 30, 2014 7:45 am

-=Dark-Assassin=- wrote: Try testing this in Zandronum 2.0 or ZDoom 2.5.0
Not sure if it will work at all, but FastProjectile may have been updated around then.
Thanks, but not work either :(

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