A BulletAttack: Difference between revisions

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(New page: Type: Monster attack, parameterized Parameter Information: *Args1 = DeHackEd number of sound to play (default of 0 = no sound) *Args2 = Select accuracy (default of 0 = 1) **1 = Always...)
 
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Type: Monster attack, parameterized
{{codepointer|description=Powerful codepointer which allows construction of custom monster bullet attacks. This pointer is capable of emulating any of the built-in player or monster bullet attacks, as well creating many completely new ones (including a super shotgun attack for monsters).|usage='''BulletAttack'''(''sound'', ''accuracy'', ''number'', ''factor'', ''modulus'', ''pufftype'')
 
|parameters=*sound = name or Dehacked number of sound to play (default of 0 = no sound)  
Parameter Information:
*accuracy = Select accuracy (default of 0 = 1)  
*Args1 = DeHackEd number of sound to play (default of 0 = no sound)  
**1 or '''ba_always''' = Always accurate  
*Args2 = Select accuracy (default of 0 = 1)  
**2 or '''ba_never''' = Never accurate (moderate horizontal spread with no vertical error)  
**1 = Always accurate  
**3 or '''ba_ssg''' = Super Shotgun accuracy (wide horizontal spread with moderate vertical error)  
**2 = Never accurate (moderate horizontal spread with no vertical error)  
**4 or '''ba_monster''' = Monster accuracy (very wide horizontal spread)  
**3 = Super Shotgun accuracy (wide horizontal spread with moderate vertical error)  
*number = Number of bullet tracers to fire (default of 0 = 0)  
**4 = Monster accuracy (very wide horizontal spread)  
*factor = Damage factor (Damage formula is: <code>factor * (rnd() % modulus + 1)</code>)
*Args3 = Number of bullet tracers to fire (default of 0 = 0)  
*modulus = Damage modulus (Forced into range of 1 to 256)  
*Args4 = Damage factor (Damage formula is: dmgfactor * ((rnd%dmgmod) + 1))  
*pufftype = name of EDF [[pufftype]] to use when hitting walls. Default type is the one designated for the game.
*Args5 = Damage modulus (Forced into range of 1 to 256)  
|notes=The accuracy parameter for this pointer differs slightly from the Args2 parameter to the [[FireCustomBullets]] player codepointer. The value which allows "first fire only" accuracy is not available for monsters.
 
|seealso=
Purpose: Powerful codepointer which allows construction of custom monster bullet attacks. This pointer is capable of emulating any of the built-in player or monster bullet attacks, as well creating many completely new ones (including a super shotgun attack for monsters). New to Eternity Engine v3.31 public beta 6.
*[[MissileAttack]]}}
 
Notes: The Args2 parameter for this pointer differs slightly from the Args2 parameter to the FireCustomBullets player codepointer. The value which allows "first fire only" accuracy is not available for monsters.
 
Thunk: Yes.

Latest revision as of 13:32, 7 February 2021

Description

Powerful codepointer which allows construction of custom monster bullet attacks. This pointer is capable of emulating any of the built-in player or monster bullet attacks, as well creating many completely new ones (including a super shotgun attack for monsters).

Usage

BulletAttack(sound, accuracy, number, factor, modulus, pufftype)

Parameters

  • sound = name or Dehacked number of sound to play (default of 0 = no sound)
  • accuracy = Select accuracy (default of 0 = 1)
    • 1 or ba_always = Always accurate
    • 2 or ba_never = Never accurate (moderate horizontal spread with no vertical error)
    • 3 or ba_ssg = Super Shotgun accuracy (wide horizontal spread with moderate vertical error)
    • 4 or ba_monster = Monster accuracy (very wide horizontal spread)
  • number = Number of bullet tracers to fire (default of 0 = 0)
  • factor = Damage factor (Damage formula is: factor * (rnd() % modulus + 1))
  • modulus = Damage modulus (Forced into range of 1 to 256)
  • pufftype = name of EDF pufftype to use when hitting walls. Default type is the one designated for the game.

Examples

No examples given.

Notes

The accuracy parameter for this pointer differs slightly from the Args2 parameter to the FireCustomBullets player codepointer. The value which allows "first fire only" accuracy is not available for monsters.

See also