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| {{Codepointer |
| | '''FireCustomBullets''' (string ''soundname'', int ''accuracy'', int ''tracers'', int ''dmgfactor'', int ''dmgmod'')<br> |
| description=FireCustomBullets is a parameterized player weapon codepointer. This codepointer can be used for the construction of custom player bullet weapons. The sound, accuracy, number of tracers, and randomized damage range of the tracers are all selectable via the argument fields. |
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| usage='''FireCustomBullets''' (''soundname'', ''accuracy'', ''tracers'', ''dmgfactor'', ''dmgmod'', ''flashstate''[, ''horizontal'', ''vertical''[, ''pufftype'']]) |
| | ==Usage== |
| parameters=*soundname: The "nice name" of the sound to play. See [[sound|the sound EDF block]] for how to define this.
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| *''accuracy'': Select accuracy type: | | FireCustomBullets is a parameterized player weapon codepointer. This codepointer can be used for the construction of custom player bullet weapons. The sound, accuracy, number of tracers, and randomized damage range of the tracers are all selectable via the argument fields. It is possible to recreate any of the other bullet attacks in the game using this pointer, as well as create many totally new ones. |
| **'''always''': Always accurate on every shot. | | |
| **'''first''': Accurate on first fire only ("never" accurate afterward) | | ===Parameters=== |
| **'''never''': Never accurate (5-degree horizontal spread with no vertical error) | | |
| **'''ssg''': Super Shotgun accuracy (10-degree horizontal spread with 5-degree vertical error) | | *soundname: The "nice name" of the sound to play. See [[ESOUNDS]] for how to define this. |
| **'''monster''': Monster accuracy (20-degree horizontal spread) | | *accuracy: Select accuracy type: |
| **'''custom''': custom accuracy. Use ''horizontal'' and ''vertical'' arguments to specify the spread. | | **1: Always accurate |
| *''tracers'': Number of bullet tracers to fire.
| | **2: Accurate on first fire only ("never" accurate afterward) |
| *''dmgfactor'': Damage factor. Damage formula is: ''dmgfactor'' * ((rnd%''dmgmod'') + 1)) | | **3: Never accurate (moderate horizontal spread with no vertical error) |
| *''dmgmod'': Damage modulus (Clamped into range of 1 to 256) | | **4: Super Shotgun accuracy (wide horizontal spread with moderate vertical error) |
| *''flashstate'': optional flash state to display. If 0, it will use weapon's defined flash state.
| | **5: Monster accuracy (very wide horizontal spread) |
| *''horizontal'': if ''accuracy'' is '''custom''', specify the '''overall''' horizontal spread in degrees (as opposed to spread each side of firing thing's current angle). Keep in mind the distribution is not uniform; it's concentrated on the centre, just like the preset spread types.
| | *tracers: Number of bullet tracers to fire. |
| *''vertical'': also if ''accuracy'' is '''custom''', specify the overall vertical spread. Same distribution as for ''horizontal''.
| | *dmgfactor: Damage factor. Damage formula is: dmgfactor * ((rnd%dmgmod) + 1)) |
| *''pufftype'': name of [[EDF]] [[pufftype]] to spawn when hitting walls. Default is the one designated for the current game.
| | *dmgmod: Damage modulus (Clamped into range of 1 to 256) |
| |notes=It is possible to recreate any of the other bullet attacks in the game using this pointer, as well as create many totally new ones. |
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| seealso=
| | [[Category:Codepointers]] |
| *[[CustomPlayerMelee]]
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| *[[FirePlayerMissile]]}}
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