Don Pelayo wrote:Thanks for your answer, Crimson Wizard. However, wouldn't it be neccesary to do the same thing for yaw (I understand roll should play no use in a shot, given it doesn't matter if it spins or not)? Does the variable angles.yaw exist, then?
Ofcourse, angles.yaw exists, but AFAIK there's no horizontal autoaim in Vavoom. neither was in Doom/Heretic and Hexen.
Don Pelayo wrote:I wouldn't mind modifying some code and recompiling, but I would need some information to do that: dependencies, which languages vavoom and vavoom progs are written in, and how I am supposed to combine the two. If you can give some advice I might go for the task!
Actually all you need is change progs... I just remembered, that in Vavoom 1.30 progs are kept uncompiled, as text files, in basev/basepak.pk3. So you can simply make aforementioned changes right in the archive, and vavoom will use them when launched.
In other words, open basev/basepak.pk3 -> progs/linespec/EntityEx.LineAttack.vc, find function
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final EntityEx AimLineAttack(out TVec OutDir, TAVec angles, float distance)
and change
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topangle = AngleMod180(-angles.pitch + 30.0);
botangle = AngleMod180(-angles.pitch - 30.0);
to
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topangle = AngleMod180(-angles.pitch + 0.0);
botangle = AngleMod180(-angles.pitch - 0.0);
(or just
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topangle = AngleMod180(-angles.pitch);
botangle = AngleMod180(-angles.pitch);
I could wish you good luck, but you do not have 'Luck' attribute.