Talk:Revenant

Vertical tracking
Removed from the article:
 * Also, their missiles can only turn on a horizontal plane, not a vertical one: if a Revenant fires from above, all the player needs to do is move backwards and the missile will eventually impact on the ground.

It is true that from a great vertical height or short horizontal distance, there is a high chance of a tracking revenant fireball impacting the ground, but given a sufficient shallow angle a tracker can and will level off with the player and continue to track them. This is easy to observe on The Courtyard (in Vanilla 1.9). Clear out all the monsters except one or two revenants, and have them fire at you. If you are about half way across the courtyard and backing up quickly, the trackers will level off before impacting the floor and continue to track you. --Splarka (talk) 11:22, 18 April 2007 (UTC)

Rencarnated Arch Vile
"Their height appearance also makes it unclear as to what they may have been in life, as they look taller than the game's human characters and do not resemble any other in-game monster"

idk how to upload pics but anyone with doom II can spawn both these characters together side by side with while using zdooms freeze code and see for themselves that the arch vile seems to be the only other demon that fits the height, spawn poster and (less rigored) appearance of the Revenant
 * Thanks for your edits, but I've removed the section speculating about the Revenant being a reanimated Arch Vile. Other than some superficial similarity in their appearance, I don't see that there's any real basis for this kind of speculation. It's best to stick to what we know for sure. Fraggle 16:40, 19 August 2009 (UTC)

Rockets orbiting the player
I think it would be nice to have here some short explanation on this phenomenon, or a link at least. i couldn't find any, can somebody provide one? Mikerakhabit 21:54, April 24, 2010 (UTC)


 * You mean other than the two links that are already right next to that sentence? Okay, how about this one.     Ryan W 02:49, April 25, 2010 (UTC)


 * It seems that you don't get my point. These demos indeed demonstrate the effect, but they hardly explain anything. What causes this effect? Some action on the player's part? Or a something in a map layout, or else? My knowledge of Doom internals is average at best, but I'm by no means a layman either, so to speak. Anyway, would you kindly explain this from the technical point of view? Mikerakhabit 03:31, April 25, 2010 (UTC)


 * Sorry. It's usually safe to assume someone hasn't done much reading before asking a question.


 * I'm no expert either, but by all accounts the limited turning radius is an intrinsic property of the missile. In theory, you can make this effect happen anywhere you have enough maneuvering space.  Try watching Ledmeister's demo (linked above) in slow motion with IDDT, maybe.    Ryan W 05:27, April 25, 2010 (UTC)
 * I think this is natural. There is a phenomenon like this in the real world. The earth is attracted by the sun. but earth moves in an orbit around the sun which resembles a rocket attracted by a player which sometimes causes it to move in an orbit around him. Although the way the rocket tracks the player does not follow the rule of gravity - as the rocket turns toward the player rather than accelerating toward him - but this is as close as I could get for a real world phenomenon.
 * I think this is natural. There is a phenomenon like this in the real world. The earth is attracted by the sun. but earth moves in an orbit around the sun which resembles a rocket attracted by a player which sometimes causes it to move in an orbit around him. Although the way the rocket tracks the player does not follow the rule of gravity - as the rocket turns toward the player rather than accelerating toward him - but this is as close as I could get for a real world phenomenon.

Choosing melee vs missile attack
I read here that even when the revenant is hurt, it will only fire a missile if at least 60 units from the target:. Ryan W 23:08, June 10, 2010 (UTC)
 * No. If hurt (MF_JUSTHIT flag is set), P_CheckMissileRange returns true before range is even actually checked. So it retaliates with a missile even at point-blank range. The rest of the time, there is a safe zone between 60 and 196 units; but whenever the rev is made to enter its pain state, then the MF_JUSTHIT flag is set to trigger a retaliation rocket. --Gez 00:01, June 11, 2010 (UTC)