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


Parameter Information:  
Parameter Information:  
*Args1 = DeHackEd number of sound to play (default of 0 = no sound)  
*sound = name or Dehacked number of sound to play (default of 0 = no sound)  
*Args2 = Select accuracy (default of 0 = 1)  
*accuracy = Select accuracy (default of 0 = 1)  
**1 = Always accurate  
**1 or '''ba_always''' = Always accurate  
**2 = Never accurate (moderate horizontal spread with no vertical error)  
**2 or '''ba_never''' = Never accurate (moderate horizontal spread with no vertical error)  
**3 = Super Shotgun accuracy (wide horizontal spread with moderate vertical error)  
**3 or '''ba_ssg''' = Super Shotgun accuracy (wide horizontal spread with moderate vertical error)  
**4 = Monster accuracy (very wide horizontal spread)  
**4 or '''ba_monster''' = Monster accuracy (very wide horizontal spread)  
*Args3 = Number of bullet tracers to fire (default of 0 = 0)  
*number = Number of bullet tracers to fire (default of 0 = 0)  
*Args4 = Damage factor (Damage formula is: dmgfactor * ((rnd%dmgmod) + 1))  
*factor = Damage factor (Damage formula is: dmgfactor * ((rnd%dmgmod) + 1))  
*Args5 = Damage modulus (Forced into range of 1 to 256)  
*modulus = Damage modulus (Forced into range of 1 to 256)  


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.
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).


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.
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.


Thunk: Yes.
==See also==
*[[List of codepointers]]
*[[MissileAttack]]
 
[[Category:codepointers]]

Revision as of 17:09, 1 February 2010

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

Parameter Information:

  • 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: dmgfactor * ((rnd%dmgmod) + 1))
  • modulus = Damage modulus (Forced into range of 1 to 256)

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).

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