Recoil?
- Dark-Assassin
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RE: Recoil?
http://zdoom.org/wiki/A_SetPitch
I'd recommend the ACS method though because it's much more flexible.
I'd recommend the ACS method though because it's much more flexible.
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RE: Recoil?
Only if you don't know what you're doing. :VÆnima wrote: http://zdoom.org/wiki/A_SetPitch
I'd recommend the ACS method though because it's much more flexible.
...
Okay it still involves ACS but I'm pretty sure A_SetPitch will be able to be predicted easier by Zandornum soooo.
RE: Recoil?
A_SetPitch is not even on Zandronum. It's kind of unclear what he asks for, really. You can use SetActorPitch for the pitch one or what Dark-Assassin said for the kickback.
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RE: Recoil?
By "flexible" I mean you can give your recoil its own function and do stuff like I did and make it so players can scale or toggle it based on their prefrences. :VXutaWoo wrote:Only if you don't know what you're doing. :VÆnima wrote: http://zdoom.org/wiki/A_SetPitch
I'd recommend the ACS method though because it's much more flexible.
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!
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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!
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RE: Recoil?
A_Recoil (force * cos(pitch))-=Dark-Assassin=- wrote: A_Recoil?
Because the current one does not account for pitch. At all.
Theshooter7 wrote:Also, to all those people who stack players for exploits: I hate you. Do I really need to seal off every inch of every map to prevent you from getting to places you shouldn't?
RE: Recoil?
...That'll send people backwards or forward depending on whether they're looking up or down.Minigunner wrote:A_Recoil (force * cos(pitch))-=Dark-Assassin=- wrote: A_Recoil?
Because the current one does not account for pitch. At all.

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RE: Recoil?
no, cos starts at 1, so it works
cos(45°) == sqrt(2) // == -0.125 pitch
cos(-45°) == sqrt(2) // == 0.125 pitch
cos(45°) == sqrt(2) // == -0.125 pitch
cos(-45°) == sqrt(2) // == 0.125 pitch
Last edited by Ijon Tichy on Fri Jun 22, 2012 3:36 am, edited 1 time in total.
RE: Recoil?
Oh, okay.
...you'd still want to use an ACS script or wait for A_ChangeVelocity, because it doesn't make sense to have three-dimensional recoil that only affects the player on the two-dimensional plane.
...you'd still want to use an ACS script or wait for A_ChangeVelocity, because it doesn't make sense to have three-dimensional recoil that only affects the player on the two-dimensional plane.
Last edited by XutaWoo on Fri Jun 22, 2012 3:17 pm, edited 1 time in total.
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RE: Recoil?
I also use ThrustThingZ with 8x the force and with sin(pitch) instead of cos(pitch).
Theshooter7 wrote:Also, to all those people who stack players for exploits: I hate you. Do I really need to seal off every inch of every map to prevent you from getting to places you shouldn't?