Panda Posted April 26, 2023 (edited) Whenever a weapon is fired, the first shot is always perfectly accurate, no matter how high the spread numbers are in "A_FireBullets". I have seen wads where this does not happen, but when I go to see how they have achieved it, I find myself with a tremendous code salad that I really do not understand. Is there a way to avoid it, and that from the first shot it spreads randomly? I leave you the properties of my pistol. Spoiler Actor WPistol : Weapon 11028 { Scale 0.75 Obituary "%o was splattered by %k pistol" Radius 20 Height 16 AttackSound "WPSTL10" Inventory.pickupmessage "You got the Pistol" Weapon.SelectionOrder 500 Weapon.SlotNumber 2 Weapon.kickback 100 Weapon.ammotype "CLIP" Weapon.ammouse 1 Weapon.ammogive 25 States { Spawn: 2PIS E -1 Loop Ready: 3PIS A 2 A_WeaponReady( WRF_NOBOB | WRF_NOSWITCH ) Loop Deselect: 3PIS A 1 A_Lower Loop Select: 3PIS A 1 A_Raise Loop Fire: 3PIS A 1 3PIS B 1 bright A_FireBullets(3.5, 3.5, 1, 15, "BulletPuff", FBF_NORANDOM) 3PIS CDE 2 3PIS A 4 A_ReFire Goto Ready } } Edited April 26, 2023 by Panda 0 Quote Share this post Link to post
bofu Posted April 27, 2023 Try changing this line: Quote 3PIS B 1 bright A_FireBullets(3.5, 3.5, 1, 15, "BulletPuff", FBF_NORANDOM) To this: Quote 3PIS B 1 bright A_FireBullets(3.5, 3.5, -1, 15, "BulletPuff", FBF_NORANDOM) Let me know if that works. 0 Quote Share this post Link to post
Panda Posted April 28, 2023 On 4/27/2023 at 4:33 PM, bofu said: Try changing this line: To this: Let me know if that works. It was as simple as putting -1? xD thank you very much! 1 Quote Share this post Link to post
maxmanium Posted April 29, 2023 For future reference, the ZDoom wiki has some great documentation for these types of things: https://zdoom.org/wiki/A_FireBullets 0 Quote Share this post Link to post
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