scifista42 Posted June 7, 2017 (edited) 32 minutes ago, Maes said: Do chaingunners and sergeants also have the same damage and precision distributions per shot/pellet? Yes, they all use the same formula for randomization of both damage and angle of their shots: Spoiler A_PosAttack = Zombieman attack A_SPosAttack = Shotgunguy + Spider Mastermind attack A_CPosAttack = Chaingunner + WolfSS attack void A_PosAttack (mobj_t* actor) { int angle; int damage; int slope; if (!actor->target) return; A_FaceTarget (actor); angle = actor->angle; slope = P_AimLineAttack (actor, angle, MISSILERANGE); S_StartSound (actor, sfx_pistol); angle += (P_Random()-P_Random())<<20; damage = ((P_Random()%5)+1)*3; P_LineAttack (actor, angle, MISSILERANGE, slope, damage); } void A_SPosAttack (mobj_t* actor) { int i; int angle; int bangle; int damage; int slope; if (!actor->target) return; S_StartSound (actor, sfx_shotgn); A_FaceTarget (actor); bangle = actor->angle; slope = P_AimLineAttack (actor, bangle, MISSILERANGE); for (i=0 ; i<3 ; i++) { angle = bangle + ((P_Random()-P_Random())<<20); damage = ((P_Random()%5)+1)*3; P_LineAttack (actor, angle, MISSILERANGE, slope, damage); } } void A_CPosAttack (mobj_t* actor) { int angle; int bangle; int damage; int slope; if (!actor->target) return; S_StartSound (actor, sfx_shotgn); A_FaceTarget (actor); bangle = actor->angle; slope = P_AimLineAttack (actor, bangle, MISSILERANGE); angle = bangle + ((P_Random()-P_Random())<<20); damage = ((P_Random()%5)+1)*3; P_LineAttack (actor, angle, MISSILERANGE, slope, damage); } Edited June 7, 2017 by scifista42 0 Quote Share this post Link to post
Graf Zahl Posted June 7, 2017 47 minutes ago, Maes said: Heh, weird. I always thought they were far more inaccurate than other hitscanners. Perhaps it's their faster firing rate (compared to a zombie) but not near that of a chaingunner that highlights their inaccuracy? Do chaingunners and sergeants also have the same damage and precision distributions per shot/pellet? There's 3 hitscan attacks: A_PosAttack for the Zombie A_SPosAttack for the Shotgunner and SpiderMastermind A_CPosAttack for the Chaingunner and WolfSS. They all use the same formula for bullet spread and damage. The only difference between A_PosAttack and A_CPosAttack is the sound being played, actually. 0 Quote Share this post Link to post
Zulk RS Posted June 7, 2017 (edited) 5 hours ago, Maes said: Heh, weird. I always thought they were far more inaccurate than other hitscanners. Perhaps it's their faster firing rate (compared to a zombie) but not near that of a chaingunner that highlights their inaccuracy? Do chaingunners and sergeants also have the same damage and precision distributions per shot/pellet? Maybe it seems that way because their only attack sprite has them facing the camera? They could be shooting something in the opposite direction as you but it'd look like they're shooting you. Edited June 7, 2017 by Zulk-RS Grammar errors. 0 Quote Share this post Link to post
Woolie Wool Posted June 7, 2017 4 hours ago, Maes said: Heh, weird. I always thought they were far more inaccurate than other hitscanners. Perhaps it's their faster firing rate (compared to a zombie) but not near that of a chaingunner that highlights their inaccuracy? Do chaingunners and sergeants also have the same damage and precision distributions per shot/pellet? Yes to all of this. SS Nazis are far more powerful than zombiemen (though much weaker than their Wolf3D counterparts) but the enemy placement and completely broken scale of the secret maps work against them. 0 Quote Share this post Link to post
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