Alright I got a new question... in the spoiler I have a weapon I've been working on (if you've played x8 you know where it comes from). I want it to be aimable and have the same velocity as it keeps "growing" in size. (I know its a spawnitemex projectile when it starts but that is just a temp thing so I could test the damage of it).
actor SqueezeBombWep : MegaBuster 18014
{
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was squeezed into a pixel by %k's Squeeze Bomb."
Inventory.Pickupmessage "Power up! Squeeze Bomb!"
weapon.ammotype "SqueezeBombAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "SQUEI"
Scale 2.0
States
{
Spawn:
SQUE A 1
loop
Ready:
SQUE B 0 ACS_ExecuteAlways(998,0,114)
SQUE B 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SQUE B 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SQUE B 1 A_Raise
Loop
Fire:
Hold:
SQUE B 0 A_JumpIfNoAmmo("NoAmmo")
SQUE B 0 A_PlaySoundEx("weapon/EnergyBuster","Weapon")
SQUE B 0 A_SpawnItemEx("SqueezeBombLevel1",0,5,35,15,0,0,0)
SQUE B 0 A_TakeInventory("SqueezeBombAmmo",3)
SQUE CD 4
SQUE B 30
SQUE B 0 A_Refire
Goto Ready+1
NoAmmo:
SQUE B 1
Goto Ready+1
}
}
actor SqueezeBombAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}
actor SqueezeBombLevel1
{
PROJECTILE
Radius 10
Height 10
scale 1
damage (10)
+FORCEXYBILLBOARD
States
{
Spawn:
SQUE EFGEFGEFGEFGEFG 3 A_PlaySoundEx("weapon/SqueezeBombTravel","Weapon",1)
goto Death
XDeath:
SQUE E 1
stop
Death:
SQUE E 1 A_SpawnItemEx("SqueezeBombLevel2",0,0,0,15,0,0,0)
stop
}
}
actor SqueezeBombLevel2
{
PROJECTILE
Radius 20
Height 20
scale 2
damage (25)
+FORCEXYBILLBOARD
speed 0
States
{
Spawn:
SQUE EFGEFGEFGEFGEFG 3 A_PlaySoundEx("weapon/SqueezeBombTravel","Weapon",1)
goto Death
XDeath:
SQUE E 1
stop
Death:
SQUE E 1 A_SpawnItemEx("SqueezeBombLevel3",0,0,0,15,0,0,0)
stop
}
}
actor SqueezeBombLevel3
{
PROJECTILE
Radius 40
Height 40
scale 4
damage (50)
+FORCEXYBILLBOARD
States
{
Spawn:
SQUE EFG 3 A_PlaySoundEx("weapon/SqueezeBombTravel","Weapon",1)
loop
Death:
stop
}
}