100% accurate tracers

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Monsterovich
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100% accurate tracers

#1

Post by Monsterovich » Wed Nov 18, 2015 6:08 pm

This idea came from Hell Vs Marine mod where I tried to implement it, because the most of mods use random tracers through A_(Fire)CustomMissile that really looks like a crap.

Advantages:
- Yes, they are 100% accurate.
- You don't need to copy A_(Fire)CustomMissile over 100 fucking times (especially if you have monsters in your mod), you just have to add script execution to your bullet puffs, see example in the wad.

I suggest you to remove RANDOMIZE flag from the bullet puffs. Actually, this flag does nothing serious, but IMO they look better without it.

Problems:
- Tracers won't spawn if you hit an actor that has blood, because +PUFFGETSOWNER is not working for blood in zandronum. Wait for 2.7.1!
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Last edited by Monsterovich on Wed Nov 18, 2015 6:18 pm, edited 1 time in total.

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StrikerMan780
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RE: 100% accurate tracers

#2

Post by StrikerMan780 » Wed Nov 18, 2015 11:29 pm

Instead of bothering with PUFFGETSOWNER on blood, just make the puff have +PUFFONACTORS and make it use an invisible state upon hitting a bleeding actor, spawning the tracers there.
Last edited by StrikerMan780 on Wed Nov 18, 2015 11:29 pm, edited 1 time in total.

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Monsterovich
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RE: 100% accurate tracers

#3

Post by Monsterovich » Fri Nov 20, 2015 3:20 pm

StrikerMan780 wrote: Instead of bothering with PUFFGETSOWNER on blood, just make the puff have +PUFFONACTORS and make it use an invisible state upon hitting a bleeding actor, spawning the tracers there.
This thing came with 2.7.1 too.
Last edited by Monsterovich on Fri Nov 20, 2015 3:21 pm, edited 1 time in total.

Zanieon
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RE: 100% accurate tracers

#4

Post by Zanieon » Fri Nov 20, 2015 5:22 pm

Not really the wiki says it isn't new from ZDoom 2.7.1, maybe from 2.7.0, but not 2.7.1.
Last edited by Zanieon on Fri Nov 20, 2015 5:23 pm, edited 1 time in total.

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