Garry's Mod

Garry's Mod

gmDoom
Revenant Projectiles
Revenants in the classic games either fired missiles that followed a straight path or ones that would home in on the player.

In gmDooM however they only fire homing projectiles that follow the player almost perfectly instead of chasing the player in a circular trajectory. This makes dodging the missiles like in the classic games practically impossible.

https://www.youtube.com/watch?v=rqG9VKo6gRA
Last edited by OrbitalBoomStick; Apr 14, 2017 @ 5:26pm
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Showing 1-3 of 3 comments
Saddly, its just how they have been coded :/ Still up to the author to change.
ghor  [developer] May 6, 2015 @ 2:16am 
Thanks for the heads up, I apparently overlooked a few lines when I was converting the function revenant projectiles use for homing. It should hopefully be fixed now. As for the revenant shooting different types of projectiles, the original homing behavior of the projectile is based on if the global tick number is a multiple of 4 every 4 ticks after it is created, effectively giving it a 1/4 chance to be and continue to be homing based on what time it was spawned. The revenant walk and attack cycle durations also seem to be multiples of 4, so once you wake up the revenant it will keep firing the same type of projectile unless you interrupt the cycle and change its timing by doing something like stunning it. I thought it was pretty weird but all the state timings should be correct and the other code appears to match up as well. I may investigate this further in the future if I can get the time.
OrbitalBoomStick May 11, 2015 @ 1:58pm 
Thanks for taking the time to look up the issue.
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