Difference between revisions of "Classes:FireBall"
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{ | { | ||
Spawn: | Spawn: | ||
− | FIRE | + | // When spawning a new projectile Wolf3D set ticcount to 1 for first frame |
+ | FIRE A .5 bright | ||
+ | Loop: | ||
+ | FIRE BA 3 bright | ||
loop | loop | ||
} | } | ||
} | } |
Latest revision as of 05:25, 11 June 2013
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
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Fire Ball | |||
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Actor type | Explosive | Game | |
DoomEd Number | None | Class Name | FireBall |
Overview
The fake Hitler flamethrower fireball.
Adaptive speed bug
In the original version of the game this actor was glitched by only performing the movement during the state change. This resulted in the fireball moving up to 6 times slower than it was supposed to. This bug would not have been easily noticed by the developers at the time since computers weren't capable of reaching a high enough frame rate for it to make a significant difference. (The original game accounted for dropped frames in the movement function.)
ECWolf fixes this bug by restoring the intended speed since keeping the original behavior would result in non-deterministic behavior (critical for network/demo sync) or render the game much easier than intended. It is, however, easily possible to set the speed to whatever the user prefers by loading a decorate file with the following contents:
actor SlowFireball : FireBall replaces FireBall { // Set this to some value between 1.5 to 9 at your preference Speed 1.5 }
DECORATE Definition
actor FireBall { Radius 11 Speed 9 Damage (random[MissileDamage](0, 31)) SeeSound "fake/attack" PROJECTILE states { Spawn: // When spawning a new projectile Wolf3D set ticcount to 1 for first frame FIRE A .5 bright Loop: FIRE BA 3 bright loop } }