_@/ Posted May 6, 2024 How would you get a monster's projectiles to have random spread in deco hack? I can think of a very hacky solution using random jumps and pre-determined angles, but if there's a more elegant way of doing this I'd love to know. 0 Quote Share this post Link to post
0 kalensar Posted May 7, 2024 (edited) Heres how I did it on my SSG for my Code Zleek Doom Zandronum mod for a bullet tracer. I'm not sure about Deco Hack because I dont write for MBF21, but the technique is probably similar. TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_FIRECUSTOMMISSILE("Tracer", random(11,-11),0,0,0,0,random(7,-7)) Heres How I did it in the same mod for a Shotgunner. TNT1 A 0 A_SPOSATTACKUSEATKSOUND TNT1 AAA 0 A_CUSTOMMISSILE("Tracer",28,0,random(22,-22)) And here is the TRACER actor Actor Tracer: Doomimpball { Height 1 Radius 1 Damage 0 Scale 0.25 //+ROCKETTRAIL Deathsound "NONE" Attacksound "NONE" SeeSound "none" Projectile Speed 65 States { Spawn: BAL1 A 5 BRIGHT A_SPAWNITEM("TRACER2") //BAL1 A 1 BRIGHT A_SPAWNITEM("TRACER2") Loop Death: ///TNT1 A 0 A_EXPLODE(0,0,0,0,0,0,0,"BulletPuff") TNT1 A 0 Stop }} Actor Tracer2 :BUlletpuff{} Edited May 7, 2024 by kalensar 0 Quote Share this post Link to post
0 magicsofa Posted May 7, 2024 (edited) DecoHack is just a tool, not a modding standard. I assume you meant MBF21 or DSDHacked? From my brief research it doesn't look like you can randomize parameters like you can in DECORATE/Zscript. Edited May 7, 2024 by magicsofa 0 Quote Share this post Link to post
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How would you get a monster's projectiles to have random spread in deco hack? I can think of a very hacky solution using random jumps and pre-determined angles, but if there's a more elegant way of doing this I'd love to know.
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