
Auto Aim still functioning for pistol and expander?
#1 Posted 02 April 2015 - 10:21 PM
#2 Posted 02 April 2015 - 10:47 PM
#3 Posted 02 April 2015 - 10:58 PM
Hendricks266, on 02 April 2015 - 10:47 PM, said:
That would be pretty great, thanks for considering.
#4 Posted 03 April 2015 - 09:27 AM
#5 Posted 03 April 2015 - 01:49 PM
Hendricks266, on 02 April 2015 - 10:47 PM, said:
No, don't add that. The pistol and expander don't auto aim when the option is disabled, the shot spread is nullified if a hitscan with zero spread fired from the player hits the enemy. This is about as close to maintaining the game's original weapon balance as possible.
#6 Posted 03 April 2015 - 02:26 PM
TerminX, on 03 April 2015 - 01:49 PM, said:
Why? It would be optional. If it was supposed to only be perfectly accurate then why did they leave spread in for when you aren't aiming at a monster? The perfect accuracy seems incredibly cheap to me, requiring no real skill or risk to use the weapon. Just plop your ass down from a mile away and hold mouse 1, instead of getting closer to the enemy.
#7 Posted 03 April 2015 - 02:36 PM
TerminX, on 03 April 2015 - 01:49 PM, said:
The original game had hitscan on and hitscan off, and we no longer offer the latter with regard to the pistol and expander. I think that's a problem.
#8 Posted 03 April 2015 - 02:48 PM
So, yes, it was absolutely intended for the pistol to have no spread when shooting enemies, and that's the behavior EDuke32 exhibits. Anything else would only serve to gimp the weapon and unbalance the gameplay. Using the pistol with auto-aim off still requires you to aim.
#9 Posted 03 April 2015 - 03:07 PM
Hendricks266, on 03 April 2015 - 02:36 PM, said:
I forgot that the original game did not have a toggle for autoaim at all. So you are correct.
#10 Posted 03 April 2015 - 03:27 PM
TerminX, on 03 April 2015 - 02:48 PM, said:
So, yes, it was absolutely intended for the pistol to have no spread when shooting enemies, and that's the behavior EDuke32 exhibits. Anything else would only serve to gimp the weapon and unbalance the gameplay. Using the pistol with auto-aim off still requires you to aim.
But having the pistol shots spread when you aren't aiming at a monster is pretty inconsistent. If it was one hundred percent accurate in all scenarios, I wouldn't mind. Looks like it's just too varied for me to able to enjoy the game.
#11 Posted 03 April 2015 - 03:45 PM
onevent EVENT_GETSHOTRANGE ifvare player[THISACTOR].curr_weapon PISTOL_WEAPON { setvar ANGRANGE 0 setvar ZRANGE 0 } endevent
#12 Posted 03 April 2015 - 04:30 PM
#13 Posted 03 April 2015 - 04:43 PM
Lava Grunt, on 03 April 2015 - 04:30 PM, said:
The point is that:
Lava Grunt, on 03 April 2015 - 03:27 PM, said:
Considering you already:
Lava Grunt, on 02 April 2015 - 03:07 PM, said:
Since, contrary to:
Lava Grunt, on 03 April 2015 - 04:30 PM, said:
There is no point to adding a "crapify the pistol" option.
#14 Posted 03 April 2015 - 05:06 PM
#15 Posted 03 April 2015 - 05:59 PM
The pistol in Duke Nukem 3D is oddly accurate when aiming at enemies, just like the chaingun in Doom is oddly accurate when tapping fire instead of holding it down. Every game has its unique quirks and properties. I can't support introducing an option that does nothing but cripple the weapon you start with, nor can I support introducing an option that makes the pistol pin-point accurate in all cases, as that would alter the gameplay in relation to shooting buttons and decorative sprites.
#16 Posted 03 April 2015 - 06:17 PM
#17 Posted 03 April 2015 - 07:23 PM
If you don't like that the pistol behaves differently when you're wasting ammo firing at walls, then you're in for a hell of a conundrum once you descend down the vent off the E1L1 rooftop to find that a movie theater is connected to only two streets that dead-end within one block.
#19 Posted 04 April 2015 - 03:47 PM

It's from the makers of the explodo-molar.
#21 Posted 04 April 2015 - 07:55 PM
TerminX, on 04 April 2015 - 03:47 PM, said:

It's from the makers of the explodo-molar.
Does Duke by his equipment from Mann Co. or something? Only they can produce weapons so fucky that purists can get behind.
#22 Posted 05 April 2015 - 10:49 AM

#23 Posted 05 April 2015 - 08:24 PM
#24 Posted 06 April 2015 - 03:55 PM
This post has been edited by XThX2: 06 April 2015 - 03:55 PM
#25 Posted 06 April 2015 - 05:02 PM
I'm looking for a way to nullify the perfect accuracy bullshit for at least the pistol while keeping the original spread, perhaps even tightening it a tad. Nothing more, nothing less.
XThX2, on 06 April 2015 - 03:55 PM, said:
I don't know the language EDuke uses for it's mods, or it's file setup or any of that. I had no idea what the hell a CON file was, so I'd say it deviates a good deal from modding (G)ZDoom. Same rough application in concept? I guess. But I've only tweaked stuff that already felt fleshed out, or something that already had an interesting base to work with, something I thought a nearly two decade old game would have already have had a mod for. Doom's tapping mechanic was perfect and didn't feel out of place. You were firing slower in order to land those accurate shots. In DN3D, it's more or less the opposite. Your cross hairs touch the monster, it hits. Every time. Any shot the doesn't hit will deviate from the firing origin. This is pretty inconsistent with the nature of the pistol, the way it functions.
This post has been edited by Lava Grunt: 06 April 2015 - 05:03 PM
#26 Posted 18 April 2015 - 08:13 AM
Of course it's going to deviate from modding it, because it isn't even remotely close to the Doom Engine.
This post has been edited by StrikerMan780: 18 April 2015 - 08:15 AM
#27 Posted 18 April 2015 - 12:05 PM
#28 Posted 18 April 2015 - 01:16 PM
Trooper Dan, on 18 April 2015 - 12:05 PM, said:
Just create a new hitscan projectile without the PROJECTILE_ACCURATE_AUTOAIM flag set.
#29 Posted 18 April 2015 - 01:35 PM
Hendricks266, on 03 April 2015 - 03:45 PM, said:
onevent EVENT_GETSHOTRANGE ifvare player[THISACTOR].curr_weapon PISTOL_WEAPON { setvar ANGRANGE 0 setvar ZRANGE 0 } endevent
^ These ones determine spread. What the OP asked for as far as I can tell is to disable the automatic detection of a hitscan target when aiming slightly off. The solution is similar:
onevent EVENT_GETAUTOAIMANGLE ifvare player[THISACTOR].curr_weapon PISTOL_WEAPON setvar AUTOAIMANGLE 0 endevent
#30 Posted 18 April 2015 - 01:42 PM
TerminX, on 18 April 2015 - 01:16 PM, said:
This is not as easy as it sounds. The main problem with the custom projectile system is that the hard-coded projectiles are not implemented in terms of it, but rather as separate, stand-alone code. In fact, before I replied, I tried to recreate SHOTSPARK1 (the projectile that gets spawned for the pistol) behavior without PROJECTILE_ACCURATE_AUTOAIM. Here's the unfinished result:
defineprojectile SHOTSPARK1 PROJ_WORKSLIKE 1 // NOTE: w/o PROJECTILE_ACCURATE_AUTOAIM // See A_Spawn()/BULLETHOLE__STATIC: defineprojectile SHOTSPARK1 PROJ_XREPEAT 3 defineprojectile SHOTSPARK1 PROJ_YREPEAT 3
For some reason, such a projectile will kill troopers with one shot.
The issue is that you have to look at player.c code in order to figure out PROJ_* settings for your custom projectiles; there's no way to say "my custom (or overwritten) projectile shall have all properties of hard-coded projectile X", and then build from that.