A FireCustomBullets: Difference between revisions

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(New page: '''FireCustomBullets''' (string ''soundname'', int ''accuracy'', int ''tracers'', int ''dmgfactor'', int ''dmgmod'')<br> ==Usage== FireCustomBullets is a parameterized player weapon code...)
 
m (Minor changes, added keyword values)
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'''FireCustomBullets''' (string ''soundname'', int ''accuracy'', int ''tracers'', int ''dmgfactor'', int ''dmgmod'')<br>
'''FireCustomBullets''' (string ''soundname'', string ''accuracy'', int ''tracers'', int ''dmgfactor'', int ''dmgmod'')<br>


==Usage==
==Usage==
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*soundname: The "nice name" of the sound to play.  See [[ESOUNDS]] for how to define this.
*soundname: The "nice name" of the sound to play.  See [[ESOUNDS]] for how to define this.
*accuracy: Select accuracy type:
*accuracy: Select accuracy type:
**1: Always accurate
**'always': Always accurate on every shot.
**2: Accurate on first fire only ("never" accurate afterward)
**'first': Accurate on first fire only ("never" accurate afterward)
**3: Never accurate (moderate horizontal spread with no vertical error)
**'never': Never accurate (moderate horizontal spread with no vertical error)
**4: Super Shotgun accuracy (wide horizontal spread with moderate vertical error)
**'ssg': Super Shotgun accuracy (wide horizontal spread with moderate vertical error)
**5: Monster accuracy (very wide horizontal spread)
**'monster': Monster accuracy (very wide horizontal spread)
*tracers: Number of bullet tracers to fire.
*tracers: Number of bullet tracers to fire.
*dmgfactor: Damage factor. Damage formula is: dmgfactor * ((rnd%dmgmod) + 1))
*dmgfactor: Damage factor. Damage formula is: dmgfactor * ((rnd%dmgmod) + 1))

Revision as of 22:19, 21 April 2009

FireCustomBullets (string soundname, string accuracy, int tracers, int dmgfactor, int dmgmod)

Usage

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.

Parameters

  • soundname: The "nice name" of the sound to play. See ESOUNDS for how to define this.
  • accuracy: Select accuracy type:
    • 'always': Always accurate on every shot.
    • 'first': Accurate on first fire only ("never" accurate afterward)
    • 'never': Never accurate (moderate horizontal spread with no vertical error)
    • 'ssg': Super Shotgun accuracy (wide horizontal spread with moderate vertical error)
    • 'monster': Monster accuracy (very wide horizontal spread)
  • tracers: Number of bullet tracers to fire.
  • dmgfactor: Damage factor. Damage formula is: dmgfactor * ((rnd%dmgmod) + 1))
  • dmgmod: Damage modulus (Clamped into range of 1 to 256)