3D Tracer Not Appearing
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Hornetzero
- Posts: 46
- Joined: Sun Oct 26, 2014 5:28 pm
3D Tracer Not Appearing
Hey all,
I'm just getting familiar with 3d tracers and tried to experiment with one that I liked (I'm not going to steal it).
I believe I have coded it correctly, but its not appearing in game visually when I test it, even though the game recognizes its existence. I have uploaded a simple file with all the bare essentials for it to run. Would someone be able to tell me why?
Lightning Experiment
P.S: Its used by a Spider Mastermind replacement.
Thank you
I'm just getting familiar with 3d tracers and tried to experiment with one that I liked (I'm not going to steal it).
I believe I have coded it correctly, but its not appearing in game visually when I test it, even though the game recognizes its existence. I have uploaded a simple file with all the bare essentials for it to run. Would someone be able to tell me why?
Lightning Experiment
P.S: Its used by a Spider Mastermind replacement.
Thank you
-
Catastrophe
- Retired Staff / Community Team Member
- Posts: 2571
- Joined: Sat Jun 02, 2012 2:44 am
RE: 3D Tracer Not Appearing
Post the code please
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jwaffe
- Forum Regular
- Posts: 219
- Joined: Sun Jun 03, 2012 11:45 pm
- Location: Just beyond the line horizon
RE: 3D Tracer Not Appearing
Do you mean these blue things?

Make sure you:
1. Have models enabled
(options -> display options -> opengl options -> preferences -> "use models" must be on)
2. Are running in opengl mode

Make sure you:
1. Have models enabled
(options -> display options -> opengl options -> preferences -> "use models" must be on)
2. Are running in opengl mode
Last edited by jwaffe on Sun Aug 16, 2015 2:03 am, edited 1 time in total.
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Hornetzero
- Posts: 46
- Joined: Sun Oct 26, 2014 5:28 pm
RE: 3D Tracer Not Appearing
No. Those blue things are not the tracers. They are puffs created from the Tracers. Its the tracers, which are not appearing.Do you mean these blue things?
Make sure you:
1. Have models enabled
(options -> display options -> opengl options -> preferences -> "use models" must be on)
2. Are running in opengl mode
Ok;Post the code please
Code: Select all
actor SM_SpiderMasterMind : SpiderMasterMind Replaces SpiderMasterMind
{
Health 3000
Radius 100
Height 100
Mass 1000
Speed 12
PainChance 40
Monster
MinMissileChance 160
+BOSS
+MISSILEMORE
+FLOORCLIP
+NORADIUSDMG
+DONTMORPH
+BOSSDEATH
SeeSound "spider/sight"
AttackSound "spider/attack"
PainSound "spider/pain"
DeathSound "spider/death"
ActiveSound "spider/active"
Obituary "$OB_SPIDER"
States
{
Spawn:
SPID AB 10 A_Look
Loop
See:
SPID A 3 A_Metal
SPID ABB 3 A_Chase
SPID C 3 A_Metal
SPID CDD 3 A_Chase
SPID E 3 A_Metal
SPID EFF 3 A_Chase
Loop
Missile:
SPID G 6 A_FaceTarget
SPID H 2 A_CustomBulletAttack(22.5, 0, 1, 3, "FreezeShock")
SPID G 2 A_FaceTarget
SPID H 2 A_CustomBulletAttack(22.5, 0, 1, 3, "FreezeShock")
SPID G 2 A_FaceTarget
SPID H 2 A_CustomBulletAttack(22.5, 0, 1, 3, "FreezeShock")
SPID G 2 A_FaceTarget
Goto See
Pain:
SPID I 3
SPID I 3 A_Pain
Goto See
Death:
SPID J 20 A_Scream
SPID K 10 A_NoBlocking
SPID LMNOPQR 10
SPID S 30
SPID S -1 A_BossDeath
Stop
}
}
ACTOR FreezeShock
{
Radius 16
Height 8
Scale 0.75
Alpha 0.75
Renderstyle Add
obituary "%o suffered from cold shock due to %k's freezebolt!"
+PUFFONACTORS
+FIXMAPTHINGPOS
+BLOODLESSIMPACT
+PUFFGETSOWNER
+PIERCEARMOR
+FIXMAPTHINGPOS
+NOGRAVITY
+NOBLOCKMAP
+FORCEXYBILLBOARD
+ISMONSTER
-BLOODSPLATTER
DamageType "Ice"
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("BoltTracerSpawner", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER | SXF_TRANSFERPOINTERS, 0)
goto Crash
Crash:
BOLT A 0
BOLT A 0 A_SpawnItemEx("BoltTracerSpawner", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER | SXF_TRANSFERPOINTERS, 0)
//BOLT A 0 A_Playsound("Freezehit")
//BOTT AAAA 0 BRIGHT A_SpawnItemEx("ElectricSnowflake", 0, 0, 0, (random(-200,200)/100.0), (random(-200,200)/100.0), (random(-200,200)/100.0), random(-180,180), SXF_CLIENTSIDE, 96)
BOLT ABCDEFGHIJKL 1 BRIGHT A_SpawnItemEx("FreezeSparks", 0, 0, 0, (random(-400,400)/100.0), (random(-400,400)/100.0), (random(-400,400)/100.0), random(-180,180), SXF_CLIENTSIDE, 128)
Stop
}
}
actor FireTracerSpawner
{
Radius 0
Height 0
+DROPOFF
+NOBLOCKMAP
+NOINTERACTION
+NOGRAVITY
+NOCLIP
+ISMONSTER
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_RearrangePointers(AAPTR_MASTER, AAPTR_TRACER, AAPTR_TARGET, PTROP_NOSAFEGUARDS)
TNT1 A 0 A_Fire(32)
TNT1 A 0 A_FaceTarget
//TNT1 A 0 A_CustomMissile("FireTracer", 0, 10)
TNT1 A 1
stop
}
}
actor BoltTracerSpawner: FireTracerSpawner
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_RearrangePointers(AAPTR_MASTER, AAPTR_TRACER, AAPTR_TARGET, PTROP_NOSAFEGUARDS)
TNT1 A 0 A_Fire(32)
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_CustomMissile("BoltTracer", 0, 12)
TNT1 A 1
stop
}
}
actor BulletTracer : FastProjectile
{
Projectile
Radius 2
Height 2
Speed 200
RenderStyle Add
Alpha 1.0
+NOGRAVITY
+THRUGHOST
+DONTSPLASH
-ACTIVATEIMPACT
-ACTIVATEPCROSS
States
{
Spawn:
PUFF A 1 BRIGHT
loop
Crash:
Death:
TNT1 A 0
TNT1 A 1
stop
}
}
actor BoltTracer : BulletTracer
{
States
{
Spawn:
BOLT ABCD 1 BRIGHT
loop
}
}
actor FrostTracer : BulletTracer
{
}
actor BaseEffect
{
Radius 2
Height 2
Damage 0
+CLIENTSIDEONLY
+ALLOWCLIENTSPAWN
+NOGRAVITY
+NOBLOCKMAP
+NOINTERACTION
+FORCEXYBILLBOARD
+DONTSPLASH
+NOTELEPORT
+CANNOTPUSH
+BLOODLESSIMPACT
+NOBLOCKMONST
+NOTIMEFREEZE
+THRUACTORS
+DONTBLAST
-SOLID
-ACTIVATEIMPACT
-ACTIVATEPCROSS
States
{
Spawn:
TNT1 AA 1
stop
Death:
TNT1 AA 1
stop
}
}
actor FreezeSparks : BaseEffect
{
Scale 0.5
RenderStyle Add
Alpha 1.0
States
{
Spawn:
BOLT ABCDEFGHIJKL 1 BRIGHT A_FadeOut(0.05)
stop
}
}
Code: Select all
model BoltTracer
{
Path "models/ModelProjectiles"
Model 0 "Tracer.md3"
Skin 0 "BoltTracer1.png"
Scale 20.0 3.5 3.5
PITCHFROMMOMENTUM
Rotating
Rotation-Speed 10
Rotation-Vector 1 0 0
FrameIndex BOLT A 0 0
}
model BoltTracer
{
Path "models/ModelProjectiles"
Model 0 "Tracer.md3"
Skin 0 "BoltTracer2.png"
Scale 20.0 3.5 3.5
PITCHFROMMOMENTUM
Rotating
Rotation-Speed 10
Rotation-Vector 1 0 0
FrameIndex BOLT B 0 0
}
model BoltTracer
{
Path "models/ModelProjectiles"
Model 0 "Tracer.md3"
Skin 0 "BoltTracer3.png"
Scale 20.0 3.5 3.5
PITCHFROMMOMENTUM
Rotating
Rotation-Speed 10
Rotation-Vector 1 0 0
FrameIndex BOLT C 0 0
}
model BoltTracer
{
Path "models/ModelProjectiles"
Model 0 "Tracer.md3"
Skin 0 "BoltTracer4.png"
Scale 20.0 3.5 3.5
PITCHFROMMOMENTUM
Rotating
Rotation-Speed 10
Rotation-Vector 1 0 0
FrameIndex BOLT D 0 0
}
Last edited by Hornetzero on Sun Aug 16, 2015 2:43 am, edited 1 time in total.
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jwaffe
- Forum Regular
- Posts: 219
- Joined: Sun Jun 03, 2012 11:45 pm
- Location: Just beyond the line horizon
RE: 3D Tracer Not Appearing
Not sure if this helps narrow it down, but I can see the tracer model if I spawn BoltTracer, so your MODELDEF and model are okay, it must be something in the DECORATE code between FreezeShock and BulletTracer, if I get some time I'll look at it later today
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Zanieon
- Forum Regular
- Posts: 227
- Joined: Tue Jun 05, 2012 1:17 am
- Location: Somewhere in the future
- Contact:
RE: 3D Tracer Not Appearing
Code: Select all
Missile:
SPID G 6 A_FaceTarget
SPID H 2 A_CustomBulletAttack(22.5, 0, 1, 3, "FreezeShock")
SPID G 2 A_FaceTarget
SPID H 2 A_CustomBulletAttack(22.5, 0, 1, 3, "FreezeShock")
SPID G 2 A_FaceTarget
SPID H 2 A_CustomBulletAttack(22.5, 0, 1, 3, "FreezeShock")
SPID G 2 A_FaceTarget
Goto SeeFreezeShock is used with A_CustomBulletAttack, which is a Hitscan attack. You should use A_CustomMissile instead and makes it shots BoltTracer.
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Catastrophe
- Retired Staff / Community Team Member
- Posts: 2571
- Joined: Sat Jun 02, 2012 2:44 am
RE: 3D Tracer Not Appearing
Remove +ISMONSTER from the bulletpuff.
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Hornetzero
- Posts: 46
- Joined: Sun Oct 26, 2014 5:28 pm
RE: 3D Tracer Not Appearing
I suspect the same thing, but I'm not able to determine what causes the problem.Not sure if this helps narrow it down, but I can see the tracer model if I spawn BoltTracer, so your MODELDEF and model are okay, it must be something in the DECORATE code between FreezeShock and BulletTracer, if I get some time I'll look at it later today
That's my last resort. I'll have to recode it to be a missile. Which may or may not work like the bullet tracer I had in mind.Are you going use Tracer or FastProjectile?
FreezeShock is used with A_CustomBulletAttack, which is a Hitscan attack. You should use A_CustomMissile instead and makes it shots BoltTracer.
Did that. It had unfortunately no effect.Remove +ISMONSTER from the bulletpuff.
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Zanieon
- Forum Regular
- Posts: 227
- Joined: Tue Jun 05, 2012 1:17 am
- Location: Somewhere in the future
- Contact:
RE: 3D Tracer Not Appearing
You didn't got my point completely, what you have in mind isn't possible due to engine limitations, you can't give a "beam" to a Hitscan, only A_RailAttack does that, Zandronum still doesn't support it and only works for weapons unfortunately.Hornetzero wrote:That's my last resort. I'll have to recode it to be a missile. Which may or may not work like the bullet tracer I had in mind.
I mean, if you want your Bolt to appear, you have to make the spider shoots it as a projectile. Using the Hitscan attack will always result on what you have now.
I can give you a working example in your code.
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jwaffe
- Forum Regular
- Posts: 219
- Joined: Sun Jun 03, 2012 11:45 pm
- Location: Just beyond the line horizon
RE: 3D Tracer Not Appearing
Well, actually that's not really true, if I doRevilution wrote:You didn't got my point completely, what you have in mind isn't possible due to engine limitations, you can't give a "beam" to a Hitscan, only A_RailAttack does that...Hornetzero wrote:That's my last resort. I'll have to recode it to be a missile. Which may or may not work like the bullet tracer I had in mind.
ACTOR FreezeShock Replaces BulletPuff
(...)
Instead of just
ACTOR FreezeShock
(...)
suddenly... Star Wars
(All hitscan enemies EXCEPT the spider mastermind start working, and all of the player's bullets have the effect too). Off topic: It's pretty cool looking! Try it!

I can't explain why it doesn't work on the spider mastermind, though.
Taking a guess: I've seen some really odd glitches that happened when inheriting from Demon, maybe this is some sort of bizarre problem that stems from inheriting from Spidermastermind?
Last edited by jwaffe on Sun Aug 16, 2015 8:55 pm, edited 1 time in total.
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Zanieon
- Forum Regular
- Posts: 227
- Joined: Tue Jun 05, 2012 1:17 am
- Location: Somewhere in the future
- Contact:
RE: 3D Tracer Not Appearing
Then probably this is a undefined behavior of the engine, a bug or glitch probably, because i never saw such hacky way to do beams that isn't via Arctangent's ACS tracer or via A_RailAttack.
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jwaffe
- Forum Regular
- Posts: 219
- Joined: Sun Jun 03, 2012 11:45 pm
- Location: Just beyond the line horizon
RE: 3D Tracer Not Appearing
While it is a little unusual, Striker's Goldeneye TC uses it extensivelyRevilution wrote: Then probably this is a undefined behavior of the engine, a bug or glitch probably, because i never saw such hacky way to do beams that isn't via Arctangent's ACS tracer or via A_RailAttack.
PP7 Code:
Code: Select all
ACTOR PP7 : DoomWeapon Replaces Pistol
{
Decal BulletChip
Weapon.SelectionOrder 1900
Weapon.AmmoUse 1
Weapon.AmmoGive1 7
Weapon.AmmoGive2 14
Weapon.AmmoType "PP7Clip"
Weapon.AmmoType2 "9mmBullets"
Weapon.UpSound "misc/w_pkup"
Weapon.SisterWeapon "PP7Paintball"
Obituary "%o was capped by %k's PP7."
+WEAPON.WIMPY_WEAPON
//+WEAPON.ALLOW_WITH_RESPAWN_INVUL
+WEAPON.AMMO_OPTIONAL
+WEAPON.NOAUTOFIRE
Inventory.Pickupmessage "PP7"
Radius 20
Height 16
Attacksound "weapons/pistol"
States
{
Ready:
PP7G A 0 A_WeaponReady
// goto ReloadCheck
PP7G AA 1 A_WeaponReady
PP7G A 0 A_TakeInventory("PP7Accuracy", 1)
goto Ready+1
ReloadCheck:
PP7G A 0 A_JumpIfInventory("PP7Clip",7,2)
PP7G A 0 A_JumpIfInventory("9mmBullets",1,"ReloadStart")
PP7G A 0
goto Ready+1
ReloadStart:
PP7R A 0 A_PlayWeaponSound("WeaponReload")
PP7R A 0 A_TakeInventory("PP7Accuracy", 2)
PP7R ABCDEFG 1
TNT1 A 5
goto ReloadAmmo
ReloadAmmo:
TNT1 A 0 A_TakeInventory("9mmBullets",1)
TNT1 A 0 A_GiveInventory("PP7Clip",1)
TNT1 A 0 A_JumpIfInventory("PP7Clip",7,"ReloadDone")
TNT1 A 0 A_JumpIfInventory("9mmBullets",1,"ReloadAmmo")
goto ReloadDone
ReloadDone:
TNT1 A 5
PP7R GFEDCBA 1
goto Ready+1
Deselect:
PP7G A 1 A_Lower
TNT1 A 0 A_Lower
Loop
Select:
PP7G A 1 A_Raise
TNT1 A 0 A_Raise
Loop
Fire:
PP7G A 0 A_JumpIfNoAmmo("ReloadCheck")
PP7G B 0 BRIGHT A_Gunflash
PP7G B 0 A_JumpIfInventory("PP7Accuracy", 8, "FireAccuracy8")
PP7G B 0 A_JumpIfInventory("PP7Accuracy", 7, "FireAccuracy7")
PP7G B 0 A_JumpIfInventory("PP7Accuracy", 6, "FireAccuracy6")
PP7G B 0 A_JumpIfInventory("PP7Accuracy", 5, "FireAccuracy5")
PP7G B 0 A_JumpIfInventory("PP7Accuracy", 4, "FireAccuracy4")
PP7G B 0 A_JumpIfInventory("PP7Accuracy", 3, "FireAccuracy3")
PP7G B 0 A_JumpIfInventory("PP7Accuracy", 2, "FireAccuracy2")
PP7G B 0 A_JumpIfInventory("PP7Accuracy", 1, "FireAccuracy1")
goto FireAccuracy0
FireAccuracy0:
PP7G B 1 BRIGHT A_FireBullets (0, 0, -1, 6, "BulletPuff")
PP7G B 0 A_GiveInventory("PP7Accuracy", 1)
goto FireDone
FireAccuracy1:
PP7G B 1 BRIGHT A_FireBullets (1, 0.5, -1, 5, "BulletPuff")
PP7G B 0 A_GiveInventory("PP7Accuracy", 1)
goto FireDone
FireAccuracy2:
PP7G B 1 BRIGHT A_FireBullets (1, 1, -1, 5, "BulletPuff")
PP7G B 0 A_GiveInventory("PP7Accuracy", 1)
goto FireDone
FireAccuracy3:
PP7G B 1 BRIGHT A_FireBullets (1.5, 1, -1, 5, "BulletPuff")
PP7G B 0 A_GiveInventory("PP7Accuracy", 1)
goto FireDone
FireAccuracy4:
PP7G B 1 BRIGHT A_FireBullets (1.8, 1.5, -1, 5, "BulletPuff")
PP7G B 0 A_GiveInventory("PP7Accuracy", 1)
goto FireDone
FireAccuracy5:
PP7G B 1 BRIGHT A_FireBullets (2, 1.5, -1, 5, "BulletPuff")
PP7G B 0 A_GiveInventory("PP7Accuracy", 1)
goto FireDone
FireAccuracy6:
PP7G B 1 BRIGHT A_FireBullets (2, 2, -1, 5, "BulletPuff")
PP7G B 0 A_GiveInventory("PP7Accuracy", 1)
goto FireDone
FireAccuracy7:
PP7G B 1 BRIGHT A_FireBullets (2.5, 2, -1, 5, "BulletPuff")
PP7G B 0 A_GiveInventory("PP7Accuracy", 1)
goto FireDone
FireAccuracy8:
PP7G B 1 BRIGHT A_FireBullets (3, 3, -1, 5, "BulletPuff")
PP7G B 0 A_GiveInventory("PP7Accuracy", 1)
goto FireDone
FireDone:
PP7G B 0 BRIGHT A_FireCustomMissile ("BulletCasing", Random(-40, -50), 0, 1, 7, 0)
PP7G CD 1
PP7G E 1 A_WeaponReady(WRF_NOBOB)
PP7G F 2 A_WeaponReady(WRF_NOBOB)
PP7G G 1 A_WeaponReady(WRF_NOBOB)
PP7G G 0 A_TakeInventory("PP7Accuracy", 1)
PP7G G 1 A_WeaponReady(WRF_NOBOB)
PP7G G 0 A_TakeInventory("PP7Accuracy", 1)
PP7G A 3 A_WeaponReady
PP7G A 0 A_ReFire
Goto Ready+1
AltFire:
TNT1 A 0
goto ReloadCheck
Flash:
TNT1 A 2 Bright A_Light1
TNT1 A 0 Bright A_Light0
stop
Spawn:
PIST A -1
Stop
}
}
Code: Select all
actor BulletSpark Replaces BulletPuff
{
spawnid 131
renderstyle Add
alpha 0.9
+NOBLOCKMAP
+NOGRAVITY
-ALLOWPARTICLES
+DONTSPLASH
+FORCEXYBILLBOARD
Scale 0.17
states
{
Spawn:
SPRK A 0
SPRK A 0 A_SpawnItemEx("BulletSmoke", 0, 0, 0, 0, 0, 0, 0, 128, 0)
SPRK A 0 A_SpawnItemEx("BulletHeat", 0, 0, 0, 0, 0, 0, 0, 128, 64)
SPRK A 0 A_SpawnItemEx("Ricochet", 0, 0, 0, 0, 0, 0, 0, 128, 168)
SPRK AAA 0 A_SpawnItemEx("Debris1", 0, 0, 0, Random(-1, 1), Random(-1, 1), Random(0, 2), Random(-360, 360), 128, 164)
SPRK AAA 0 A_SpawnItemEx("Debris2", 0, 0, 0, Random(-1, 1), Random(-1, 1), Random(0, 2), Random(-360, 360), 128, 164)
SPRK AAA 0 A_SpawnItemEx("Debris3", 0, 0, 0, Random(-1, 1), Random(-1, 1), Random(0, 2), Random(-360, 360), 128, 164)
SPRK AAA 0 A_SpawnItemEx("Debris4", 0, 0, 0, Random(-1, 1), Random(-1, 1), Random(0, 2), Random(-360, 360), 128, 164)
SPRK A 0 A_SpawnItemEx("Debris5", 0, 0, 0, Random(-1, 1), Random(-1, 1), Random(0, 2), Random(-360, 360), 128, 164)
SPRK A 0 A_Jump(127, "Spawn2", "Spawn3", "Spawn4")
SPRK ABCDE 1 bright
stop
Spawn2:
SPR2 ABCDE 1 bright
stop
Spawn3:
SPR3 ABCDE 1 bright
stop
Spawn4:
SPR4 ABCDE 1 bright
stop
Melee:
PUFF CD 4
stop
}
}
Last edited by jwaffe on Sun Aug 16, 2015 8:59 pm, edited 1 time in total.
-
Chronos Ouroboros
- New User
- Posts: 17
- Joined: Mon Nov 26, 2012 2:03 pm
RE: 3D Tracer Not Appearing
The tracer has nothing to do with the engine. The engine has no function for doing tracers (Other than A_RailAttack).
The bullet puff (It has PUFFGETSOWNER) spawns an actor (Using A_SpawnItemEx with SXF_SETMASTER and SXF_TRANSFERPOINTERS) that uses A_Fire to go to the firer's position. After that, the actor spawns a tracer projectile.
What is happening here is that the tracer projectile is spawned inside the Spider Mastermind because it's too big. The call to A_Fire in the DECORATE code in the PK3 is "A_Fire (32)", which I think moves the actor to 32 mapunits in front of the target's center.
The bullet puff (It has PUFFGETSOWNER) spawns an actor (Using A_SpawnItemEx with SXF_SETMASTER and SXF_TRANSFERPOINTERS) that uses A_Fire to go to the firer's position. After that, the actor spawns a tracer projectile.
What is happening here is that the tracer projectile is spawned inside the Spider Mastermind because it's too big. The call to A_Fire in the DECORATE code in the PK3 is "A_Fire (32)", which I think moves the actor to 32 mapunits in front of the target's center.
-
Hornetzero
- Posts: 46
- Joined: Sun Oct 26, 2014 5:28 pm
RE: 3D Tracer Not Appearing
Thanks jwaffe. I didn't realize the problem was because of the Spider Mastermind's size. There is just one additional problem though. The tracers for some reason, don't appear when you aim too high or too low. :(
@Chronos Ouroboros: Thanks for informing about the size issue. Although I didn't quite get what you meant with your last sentence regarding A_fire(32). Is this the segment of the code that's causing the problem, or an engine issue in placing tracers out of the massive body of the Spider Mastermind.
Regardless, I would really appreciate more details.
@Revilution: Thanks for the input. I'm interested in learning about this ACS script ArcTangent wrote for making Laser beams. Would you have a link?
@Chronos Ouroboros: Thanks for informing about the size issue. Although I didn't quite get what you meant with your last sentence regarding A_fire(32). Is this the segment of the code that's causing the problem, or an engine issue in placing tracers out of the massive body of the Spider Mastermind.
Regardless, I would really appreciate more details.
@Revilution: Thanks for the input. I'm interested in learning about this ACS script ArcTangent wrote for making Laser beams. Would you have a link?
Last edited by Hornetzero on Mon Aug 17, 2015 2:57 am, edited 1 time in total.
-
Zanieon
- Forum Regular
- Posts: 227
- Joined: Tue Jun 05, 2012 1:17 am
- Location: Somewhere in the future
- Contact:
RE: 3D Tracer Not Appearing
NP, but well, i didn't find anything here about, but Arctangent posted this on Zdoom forums.

