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BulletPuff Accuracy Problem

  • NourPrince
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  • Chaingunner
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9 years 2 months ago #1 by NourPrince
BulletPuff Accuracy Problem was created by NourPrince
Recently, I was delaying Blaster's Weapon Pack so i can make a weapon conversion. Duke Nukem 3D & 64 to Doom,

But some of 64 weapons aren't any of normal N64's.... weapons.... Like N64 Glock 18 for example, You have additional 3 clips to shoot but the reload is alittle slower. what about Dual UZIs? alittle faster than Chaingun Cannon, see? N64 Weapons is upgrades.

But let's go to the main problem, I tried to make the accuracy as random as possible but it ended up nerfed to 100% accuracy

Small patch of code: TNT1 A 0 A_FireBullets(5,3,1,5,"BulletPuff")

The 5 and 3 is for random accuracy, but still... making it 100% accuracy again without EVEN changing...

Any solutions? :oops:

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  • Blue Shadow
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9 years 2 months ago #2 by Blue Shadow
Replied by Blue Shadow on topic BulletPuff Accuracy Problem
From A_FireBullets :

The first bullet fired in the Fire (not Hold) sequence normally ignores the spread and is always perfectly accurate. Setting numbullets to a negative value removes this effect.

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  • NourPrince
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  • Chaingunner
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9 years 2 months ago - 9 years 2 months ago #3 by NourPrince
Replied by NourPrince on topic BulletPuff Accuracy Problem

Blue Shadow wrote: From A_FireBullets :

The first bullet fired in the Fire (not Hold) sequence normally ignores the spread and is always perfectly accurate. Setting numbullets to a negative value removes this effect.


Really thanks for getting this helpful paragraph! No sarcasam
Last edit: 9 years 2 months ago by NourPrince.

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