besus Posted June 30, 2022 (edited) So I made an 8 bit counter in Boom that increments every tic based on 100% accurate hitscan attack by dehacked dolls (sector height is the bit, 1 is lowered and 0 is raised to ceiling, so its inverted in some sense). It seems to be running quite fast and functional to me. I'm quite new to doom editing and mapping in general, so I probably don't know engine quirks that will cause this to break if left running long enough. Does anyone know when will doom hitscan fail to register hitting a linedef even when it's shot straight at, or is there anything with this that you can see going wrong (i.e., a miscount for some reason)? An earlier version of this counter randomly paused for a few tics for some reason, which I think I fixed, but might indicate that something might break. Or can anyone see a mistake the counter made? (ignore the flashing hom on the right) I linked the BEX and the WAD with this post. It seems works fine for me when I use -complevel 9 -warp 01. Thanks. edit: it's probably the thing where things can randomly skip a tic for variations in animation i think isolated_tests.zip Edited June 6, 2023 by snotface 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.