Difference between revisions of "Talk:Partial invisibility"
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Similar? How similar? Isn't it the same? --[[User:Kyano|Kyano]] 21:24, 10 April 2014 (UTC) | Similar? How similar? Isn't it the same? --[[User:Kyano|Kyano]] 21:24, 10 April 2014 (UTC) | ||
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+ | : It is exactly the same. It also isn't a "filter". --[[User:Quasar|Quasar]] 02:11, 11 April 2014 (UTC) |
Revision as of 21:11, 10 April 2014
Can Revenants' tracking rockets still target a player with a blur sphere, even if the Revenant fires the rocket in the wrong direction?
- Yes. The blur artifact only confuses the monsters to make them inaccurate. It has no effect on Revenant rockets. oTHErONE (Contribs) 23:53, 9 March 2007 (UTC)
Exact amount of accuracy reduction
p_enemy.c, A_FaceTarget
if (actor->target->flags & MF_SHADOW) actor->angle += (P_Random()-P_Random())<<21;
p_mobj.c, P_SpawnMissile
// fuzzy player if (dest->flags & MF_SHADOW) an += (P_Random()-P_Random())<<20;
Although I'm not very into hex calculations, my estimates are ±45° (0x20000000) for the first case (that'll be hitscan, I suppose), and ±22.5° (0x10000000) for the second (projectile attacks). Are my values correct? It might be useful to include them here or into the fuzz effect article. Also, I wonder what actual numbers will come out after the idiosyncrasies of Doom's RNG come into play.
On a side note, I haven't managed to find any exceptions for the spectre's fuzz. It appears that they are equally as hard to hit as fuzzy players (to monsters, not the player, of course). If so, the Spectre article needs a correction. --Unmaker 19:18, 1 September 2012 (UTC)
Display filter
The player's sprite (as seen by other players in multiplayer mode) will be given a filter similar to that of the spectre
Similar? How similar? Isn't it the same? --Kyano 21:24, 10 April 2014 (UTC)
- It is exactly the same. It also isn't a "filter". --Quasar 02:11, 11 April 2014 (UTC)