User contributions for Printz

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20 October 2024

  • 14:5214:52, 20 October 2024 diff hist +176 N ClearTracerCreated page with "{{Codepointer|description=Clears the calling actor's seek target, to stop homing. |usage='''A_ClearTracer''' |notes=The projectile will stop homing. |seealso= *FindTracer}}" current
  • 14:5114:51, 20 October 2024 diff hist +58 List of codepointers→‎Homing projectiles
  • 14:5014:50, 20 October 2024 diff hist +638 N FindTracerCreated page with "{{codepointer|description=Search for a valid seek target, if the calling actor doesn't already have one. Particularly useful for player projectiles. |usage='''A_FindTracer'''(''field_of_view'', ''search_distance'') |parameters= *''field_of_view'': the field of view relative to calling actor's angle to search for targets in. Default: 360 degrees (all around) *''search_distance'': distance to search in map blocks (of 128 units each). Default: 10 |notes=This will prefer aim..." current
  • 14:4414:44, 20 October 2024 diff hist +59 List of codepointers→‎Homing projectiles
  • 14:4314:43, 20 October 2024 diff hist +548 N SeekTracerCreated page with "{{codepointer|description=Generic seeker missile function. |usage='''A_SeekTracer'''(''angle_threshold'', ''max_turn'') |parameters= *''angle_threshold'': if angle to target is lower than this, missile will 'snap' directly to face the target (degrees) *''max_turn'': maximum angle a missile will turn towards the target if angle is above the threshold (degrees) |notes= This is similar to HticTracer, except that it's not limited on the Z velocity update the same way as..." current
  • 14:3814:38, 20 October 2024 diff hist +61 List of codepointers→‎Homing projectiles
  • 14:3714:37, 20 October 2024 diff hist +519 N HealChaseCreated page with "{{codepointer|description=Generic, parameterized version of VileChase. |usage='''A_HealChase'''(''state'', ''sound'') |parameters= *''state'': state to jump to when resurrecting a corpse. If none given, the action will fail. *''sound'': sound to play. If none given, it will be silent. |notes=Unlike VileChase, this one will not use the "Heal" state or the Doom 2 archvile default heal state, but only the one you provide in the parameter. Also, the sound will not d..." current
  • 14:3314:33, 20 October 2024 diff hist +63 List of codepointers→‎AI
  • 14:3214:32, 20 October 2024 diff hist +560 N NoiseAlertCreated page with "{{Codepointer|description=Alerts monsters against actor's enemy, using actor as alert source. |usage='''A_NoiseAlert''' |notes=This got introduced in MBF21 and it's different from Eternity and ZDoom's AlertMonsters in the following ways: # This cannot be used from player weapon frames # The alert source this time will come from the actor, not from the actor's target (usually the player). This means you can make a monster that shouts and alerts others audible from it..." current
  • 14:2814:28, 20 October 2024 diff hist +59 List of codepointers→‎AI
  • 14:2514:25, 20 October 2024 diff hist +679 N RadiusDamageCreated page with "{{Codepointer|description=Explosion with different radius and actual damage. |usage='''A_RadiusDamage'''(''damage'', ''radius'') |parameters= *''damage'': Maximum damage to inflict at the origin *''radius'': Maximum distance of the area effect. Damage will decrease linearly. |notes= As with other radius attacks, the distance is Chebyshev, i.e. the maximum of x and y difference, so the area of effect is a square, not a circle (and it's infinitely tall). Beware when making..." current
  • 14:2014:20, 20 October 2024 diff hist +89 List of codepointers→‎Explosions

12 October 2024

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