Mike800 Posted March 28, 2016 How do I enable autoaim in Brutal Doom? 0 Quote Share this post Link to post
Arctangent Posted March 28, 2016 Knowing how it does headshots, I imagine autoaim is completely disabled on its weapons. So if you do want it, you're going to have to crack it open and find the weapons' Decorate files and remove the +NOAUTOAIM ( or +WEAPON.NOAUTOAIM, I forget which ) lines from all of them. Keep in mind, though, that there's a reason for this - the way headshots are programmed in Brutal Doom make monster heads far more attractive targets for autoaim than the rest of the monster, so you'll likely end up with an unreasonable amount of headshots and your projectiles could end up being less reliable as they are far more likely to fly over a monster that's moving away from you. 0 Quote Share this post Link to post
Reisal Posted March 29, 2016 But why would you want it? Wouldn't it aim at chunks of gore on the ground as well? 0 Quote Share this post Link to post
Mike800 Posted March 30, 2016 Arctangent said:So if you do want it, you're going to have to crack it open and find the weapons' Decorate files and remove the +NOAUTOAIM ( or +WEAPON.NOAUTOAIM, I forget which ) lines from all of them. Thanks! 0 Quote Share this post Link to post
Mike800 Posted April 1, 2016 Arctangent said:your projectiles could end up being less reliable as they are far more likely to fly over a monster that's moving away from you. The only issue I'm having so far is with the rocket launcher which usually can't hit targets in different elevations than myself. Is it fixable? 0 Quote Share this post Link to post
scifista42 Posted April 1, 2016 Autoaim fails when the weapon has a +WEAPON.NOAUTOAIM flag, or when the target has a +NOTAUTOAIMED flag, or when the target is not SHOOTABLE, or when the player has autoaim disabled in his Player Setup settings. Check if either of these possibilities applies in your case, and possibly play with different types of autoaim in Player Setup. 0 Quote Share this post Link to post
Mike800 Posted April 1, 2016 None of these possibilities applies in my case. Autoaim is set to "always". 0 Quote Share this post Link to post
scifista42 Posted April 1, 2016 And by saying "rocket launcher usually can't hit targets in different elevations than myself", you actually mean that the weapon just doesn't autoaim at them, right? Just making sure. Autoaim has a limited range (16*64 = 1024 map units), is the target close enough? Would you post the rocket launcher's DECORATE code? 0 Quote Share this post Link to post
Mike800 Posted April 1, 2016 scifista42 said:And by saying "rocket launcher usually can't hit targets in different elevations than myself", you actually mean that the weapon just doesn't autoaim at them, right? Just making sure. In some cases it actually autoaim, but not in most cases.Autoaim has a limited range (16*64 = 1024 map units), is the target close enough? The target is close enough.Would you post the rocket launcher's DECORATE code? Spoiler // -------------------------------------------------------------------------- // // Rocket launcher // // -------------------------------------------------------------------------- ACTOR Rocket_Launcher : RocketLauncher Replaces RocketLauncher { Game Doom SpawnID 29 Speed 20 Damage 20 Weapon.SelectionOrder 9500 Weapon.AmmoUse1 0 Weapon.AmmoUse2 0 Weapon.AmmoGive2 0 Weapon.AmmoGive1 6 Weapon.AmmoType1 "RocketAmmo" Weapon.AmmoType2 "RocketRounds" Inventory.PickupSound "ROCKPKUP" +FORCEXYBILLBOARD +WEAPON.AXEBLOOD +WEAPON.NO_AUTO_SWITCH Inventory.PickupMessage "$GOTLAUNCHER" States { Steady: TNT1 A 1 Goto Ready Ready: TNT1 A 0 TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun") TNT1 A 8 A_PlaySound("RLANDRAW") MISS ABCDEFG 1 A_JumpIfInventory("GoFatality", 1, "Steady") TNT1 AAAAA 0 //TNT1 A 0 A_JumpIfInventory("RocketRounds",1,2) //Goto Reload TNT1 AAAA 0 TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload") TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick") TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute") TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute") TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt") TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade") MISG A 1 A_WeaponReady Goto Ready+11 Deselect: MISS GFEDCBA 1 TNT1 A 0 A_TakeInventory("TossGrenade", 1) TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower TNT1 A 1 Wait Select: TNT1 A 0 A_Takeinventory("FistsSelected",1) TNT1 A 0 A_Takeinventory("SawSelected",1) TNT1 A 0 A_Takeinventory("ShotgunSelected",1) TNT1 A 0 A_Takeinventory("SSGSelected",1) TNT1 A 0 A_Takeinventory("MinigunSelected",1) TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1) //TNT1 A 0 A_Giveinventory("RocketLauncherSelected",1) TNT1 A 0 A_Giveinventory("RocketLauncherSelected",1) TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1) TNT1 A 0 A_Takeinventory("BFGSelected",1) TNT1 A 0 A_Takeinventory("BFG10kSelected",1) TNT1 A 0 A_Takeinventory("RailGunSelected",1) TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1) TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1) TNT1 A 0 A_Takeinventory("LostSoulSelected",1) TNT1 A 0 A_Takeinventory("FlameCannonSelected",1) TNT1 A 0 A_Takeinventory("HasBarrel",1) TNT1 A 0 A_TakeInventory("TossGrenade", 1) MISG A 0 A_Raise Wait Fire: TNT1 A 0 A_JumpIfInventory("RocketRounds",1,2) Goto Reload TNT1 AAAA 0 TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0) TNT1 A 0 A_PlaySound ("DSRFIRE") TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter") MISF A 1 BRIGHT A_FireCustomMissile("Rocket", 0, 1, 0, -10) TNT1 A 0 A_Takeinventory("RocketRounds",1) //TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0) MISF BCD 1 BRIGHT MISF E 1 A_SetPitch(-6.0 + pitch) MISG BCD 2 A_SetPitch(2.0 + pitch) MISG EF 2 MISG A 0 TNT1 A 0 A_Refire Goto Ready+11 Reload: MISG A 1 A_WeaponReady MISG A 6 TNT1 A 0 A_Takeinventory("Reloading",1) TNT1 A 0 A_JumpIfInventory("RocketRounds",6,"NoNeedToReload") TNT1 A 0 A_JumpIfInventory("RocketAmmo",1,3) Goto Ready+18 TNT1 AAAA 0 TNT1 A 0 A_PlaySound("Reload") TNT1 A 0 A_SetAngle(-2 + angle) TNT1 A 0 A_SetPitch(+2 + pitch) MISR ABCDDE 1 TNT1 A 0 A_FireCustomMissile("RocketCaseSpawn",-30,0,-4,-4) MISR EFFGG 1 TNT1 A 0 A_SetAngle(+2 + angle) TNT1 A 0 A_SetPitch(-2 + pitch) MISR HHIIJJKLM 1 TNT1 A 0 A_SetAngle(+1 + angle) MISR MMMNOP 1 TNT1 A 0 A_SetAngle(-1 + angle) MISR Q 3 MISR PR 1 MISG DEF 2 MISG A 6 Goto FinishReload FinishReload: TNT1 AAAAAA 0 TNT1 A 0 A_JumpIfInventory("RocketRounds",6,"NoNeedToReload") TNT1 A 0 A_JumpIfInventory("RocketAmmo",1,3) Goto Ready+6 TNT1 AAAAAA 0 TNT1 A 0 A_Giveinventory("RocketRounds",1) TNT1 A 0 A_Takeinventory("RocketAmmo",1) Goto FinishReload TNT1 AAAAAAAAAA 0 NoNeedToReload: MISG A 1 A_Refire Goto Ready+11 Spawn: LAUN A -1 Stop DoKick: TNT1 A 0 TNT1 A 0 A_Takeinventory("Zoomed",1) TNT1 A 0 A_ZoomFactor(1.0) TNT1 A 0 A_Takeinventory("ADSmode",1) NULL A 0 A_JumpIf (momZ > 0, "AirKick") NULL A 0 A_JumpIf (momZ < 0, "AirKick") NULL A 0 A_JumpIf (pitch > 32, "LowKickChecker1") Goto InitializeNormalKick LowKickChecker1: TNT1 A 0 NULL A 0 A_JumpIf (pitch > 90, "InitializeNormalKick") RIFF A 0 A_FireCustomMissile("KickAttackDetectDowned", 0, 0, 0, 0) InitializeNOrmalKick: TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick") TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 SetPlayerProperty(0,1,0) RLKI BCD 1 RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7) RLKI H 5 KICK A 0 A_Takeinventory("Kicking",1) RLKI I 1 RLKI GFEDCBA 1 TNT1 A 0 SetPlayerProperty(0,0,0) TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") Goto Ready+11 BerserkerKick: TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 SetPlayerProperty(0,1,0) RLKI BCD 1 RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7) RLKI H 5 KICK A 0 A_Takeinventory("Kicking",1) RLKI I 1 RLKI GFEDCBA 1 TNT1 A 0 SetPlayerProperty(0,0,0) TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") Goto Ready+11 AirKick: TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick") TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 A_Recoil (-6) KICK JKLMN 1 RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31) KICK O 3 KICK A 0 A_Takeinventory("Kicking",1) KICK PQRST 2 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") Goto Ready+11 SuperAirKick: TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 A_Recoil (-6) KICK JKLMN 1 RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31) KICK O 3 KICK A 0 A_Takeinventory("Kicking",1) KICK PQRST 2 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") Goto Ready+11 Taunt: TNT1 A 0 A_Takeinventory("Zoomed",1) TNT1 A 0 A_ZoomFactor(1.0) TNT1 A 0 A_Takeinventory("Taunting",1) TNT1 A 0 A_JumpIfInventory("RealismMode", 1, "CheckGrab") TNT1 A 10 FUCK A 1 TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0) TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0) TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0) FUCK B 1 A_PlaySound("FUCK", 2) FUCK CD 1 A_AlertMonsters FUCK E 15 A_Takeinventory("Taunting",1) FUCK DCBA 1 TNT1 A 10 Goto Ready Salute: TNT1 A 0 SetPlayerProperty(0,1,0) TNT1 A 0 A_ALertMonsters SALU ABCDEDCDEDCDEDCBA 4 TNT1 A 0 A_TakeInventory("Salute1",1) TNT1 A 0 A_TakeInventory("Salute2",1) TNT1 A 0 SetPlayerProperty(0,0,0) Goto Ready CheckGrab: TNT1 A 0 TNT1 A 0 A_JumpIfTargetInLOS("CheckDistanceGrab") Goto Ready+6 CheckDistanceGrab: TNT1 A 0 TNT1 A 0 A_JumpIfCloser(100, "Grab") Goto Ready+6 CheckIfCanGrab: TNT1 A 0 TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab") Goto Ready+6 Grab: PKUP ABC 2 TNT1 A 0 A_CustomMissile("PickupProjectile") PKUP DEF 2 Goto Ready PuristGun: TNT1 A 1 TNT1 A 0 A_GiveInventory("ClassicRocketLauncher", 1) TNT1 A 0 A_TakeInventory("Rocket_Launcher", 1) TNT1 A 10 Goto Ready TossGrenade: TNT1 A 0 TNT1 A 0 A_TakeInventory("TossGrenade", 1) TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1) Goto NoGrenade GRTH ABCD 1 TNT1 A 0 A_GiveInventory("FiredGrenade", 1) TNT1 A 0 A_PLaySound ("GRNPIN") GRTH EEFG 1 TNT1 A 0 A_PLaySound ("GRNTOSS") GRTH HI 1 TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1) TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-2,2), 0, 0, 0, 0, 0) TNT1 A 0 A_TakeInventory("FiredGrenade", 1) GRTH JKLM 1 TNT1 A 1 TNT1 A 0 A_TakeInventory("TossGrenade", 1) Goto Ready NoGrenade: TNT1 A 0 TNT1 A 0 A_Print("No Grenades Left.") Goto REady+11 } } //Actor RocketRounds: Inventory //{ //inventory.maxamount 6 //} ACTOR RocketRounds : Ammo { Inventory.Amount 0 Inventory.MaxAmount 6 Ammo.BackpackAmount 0 Ammo.BackpackMaxAmount 6 Inventory.Icon "LAUNA0" } Actor TimeFreezer2 : PowerupGiver { Inventory.Pickupmessage "Time Freezer!" Inventory.Icon "MEGAA0" Inventory.MaxAmount 0 Inventory.UseSound "pickups/slowmo" Powerup.Type "TimeFreezer" Powerup.Duration 50 Translation "128:143=48:63" +AUTOACTIVATE +INVENTORY.FANCYPICKUPSOUND States { Spawn: MEGA ABCD 4 bright Loop } } ACTOR PowerTimeFreezer2 : PowerTimeFreezer { Powerup.Duration 2 } 0 Quote Share this post Link to post
scifista42 Posted April 1, 2016 Are you sure you were playing with this "Rocket_Launcher" and not the "ClassicRocketLauncher" (mentioned in the code), which is supposedly the vanilla-ish version of the weapon? (otherwise I couldn't find anything in the code that would explain non-functional autoaim) When you say that it autoaims only "in some cases", do the cases have anything in common? May they be dependant on the type of actor that you're trying to target, and with some actor types it works while not with others? Also, I don't know if this is true, but if it's true that only the heads of Brutal Doom's monsters can be autoaimed at (meaning that the heads don't have the NOTAUTOAIMED flag, while the bodies have the flag), and assuming the heads have a thinner radius and shorter height that the monster's body, then you'd naturally have it harder to aim horizontally precisely at the head (or precisely 5.6° to the left or to the right of it), and if you don't succeed to aim horizontally precisely at it, the autoaim wouldn't detect the target to aim at. 0 Quote Share this post Link to post
Mike800 Posted April 1, 2016 scifista42 said:Are you sure you were playing with this "Rocket_Launcher" and not the "ClassicRocketLauncher" (mentioned in the code), which is supposedly the vanilla-ish version of the weapon? (otherwise I couldn't find anything in the code that would explain non-functional autoaim) I'm sure.When you say that it autoaims only "in some cases", do the cases have anything in common? May they be dependant on the type of actor that you're trying to target, and with some actor types it works while not with others? I don't think so.Also, I don't know if this is true, but if it's true that only the heads of Brutal Doom's monsters can be autoaimed at (meaning that the heads don't have the NOTAUTOAIMED flag, while the bodies have the flag), and assuming the heads have a thinner radius and shorter height that the monster's body, then you'd naturally have it harder to aim horizontally precisely at the head (or precisely 5.6° to the left or to the right of it), and if you don't succeed to aim horizontally precisely at it, the autoaim wouldn't detect the target to aim at. The fact is this: autoaim works with the plasma gun in the same cases it doesn't work with the rocket launcher. 0 Quote Share this post Link to post
Mike800 Posted April 7, 2016 Glaice said:But why would you want it? Wouldn't it aim at chunks of gore on the ground as well? If I set "Smart autoaim" option to "only monsters", will it stop aiming at corpses and gibs? 0 Quote Share this post Link to post
scifista42 Posted April 7, 2016 Unless Brutal Doom defines +ISMONSTER flag on non-monster shootable objects, it should work.http://zdoom.org/wiki/Autoaim said: The behavior of autoaim can be changed from the gameplay options menu with the "Smart autoaim" option. If it is off, autoaim will always target the nearest SHOOTABLE thing. If it is on, it will try to avoid shooting at allies and non-monster things. Setting it to "never friends" will prevent it altogether from aiming at friends, and setting it to "only monsters" will prevent it from aiming at anything else than a hostile monster. http://zdoom.org/wiki/CVARs:Configuration said: sv_smartaim (integer) Default: 0 If enabled, the game will attempt to aim only at hostile monsters when autoaiming, even if there are shootable decorations or friendly actors closer to the player. The following values are available: 1 - Target monsters before shootables. 2 - Same as 1, but never target friendly monsters. 3 - Target monsters only. 0 Quote Share this post Link to post
Mike800 Posted April 7, 2016 Maybe this isn't such a good idea, since shooting items could be required in rare cases. Setting "Smart autoaim" to "on" sounds like a better idea. 0 Quote Share this post Link to post
Mike800 Posted April 10, 2016 Mike800 said:The only issue I'm having so far is with the rocket launcher which usually can't hit targets in different elevations than myself. Is it fixable? To be more accurate, the rocket launcher does autoaim, but usually only after a few shots. 0 Quote Share this post Link to post
Empyre Posted April 10, 2016 Autoaim is not your friend. Let's say there is a monster behind a barrier, but you can see its head and shoulders. You shoot at its head, but autoaim causes your shot to aim for its feet, so your shot hits the barrier. With autoaim off, you shoot at the monster's head and you hit the monster's head. It is even worse if you are shooting a rocket launcher and the barrier is close enough that you take splash damage. It is also annoying if you are shooting at a monster and your shot is diverted to another nearby monster. I don't like having control of my weapon taken from me. 0 Quote Share this post Link to post
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