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Quote from: "tsukiyomaru0"Quote from: "Zard1084"Edit: wait i have a idea! i can make one projectile shootable and if it gets hit by a special damage type the shot dies and spawns the newer more powerful projectile!There's only one problem with this: It doesn't tell who shot the projectile.i know that tuski i was just gonna do that so i can just get it working and then revamp it to work with acs or some other thing later
Quote from: "Zard1084"Edit: wait i have a idea! i can make one projectile shootable and if it gets hit by a special damage type the shot dies and spawns the newer more powerful projectile!There's only one problem with this: It doesn't tell who shot the projectile.
Edit: wait i have a idea! i can make one projectile shootable and if it gets hit by a special damage type the shot dies and spawns the newer more powerful projectile!
really really noob-tier questionI want to make a projectile turn into / spawn another projectile with the exact same angle as the first.For some reason, my X projectile spawns the Y projectile, but it loses its vertical pitch, and I have no clue why.(e.g. it just flies straight and doesn't go up or down even if X projectile was already going up or down)I tried stealing lines of Decorate from every weapon pack I could think of, but to no avail. So now I'm asking here.
A_SpawnItemEx("subprojectilename",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)
A_SpawnItemEx("subprojectilename",0,0,0,momx-(momy*0.7),momy+(momx*0.7),momz,0,SXF_ABSOLUTEMOMENTUM)
There's this:Code: [Select]A_SpawnItemEx("subprojectilename",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)
Quote from: "tsukiyomaru0"There's this:Code: [Select]A_SpawnItemEx("subprojectilename",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)There's one problem with that. 0 is not defined as always being forwards. So firing the projectile at different parts of the map causes it to go sideways or backwards. I'd like a working example of this for my weapon pack's fade launcher.
How am I supposed to make a weapon work as a pickup for a different weapon e.g. CSCC Gizmo>How do I make a weapon give me another weapon on pickup, but only allow certain weapons to be picked up?
Quick question this may have been asked before.... i'm trying to figure out how to have two shots combine into a single new shot much like the x buster upgrade for X3? can anyone help with that?
Im just gonna ask .... How can i make an ALT FIRE weapon that zoom in when holding alt fire :P
actor ColonelBusterShot{speed 10damage 2 +RIPPER +SEEKERMISSILE +LOOKALLAROUND +DOOMBOUNCE +NOBLOODdeathsound "sounds/clawhit"seesound "weapon/mbuster"PROJECTILEstates{Spawn:BUST A 1 A_SeekerMissileloopDeath: BUST A 0 }}
Well, I tried making a Projectile home in on people and bots. But it keeps giving me random errors when I load the mod, Heres the projectile code.Code: [Select]actor ColonelBusterShot{speed 10damage 2 +RIPPER +SEEKERMISSILE +LOOKALLAROUND +DOOMBOUNCE +NOBLOODdeathsound "sounds/clawhit"seesound "weapon/mbuster"PROJECTILEstates{Spawn:BUST A 1 A_SeekerMissileloopDeath: BUST A 0 }}And no, the Buster Shot sprites are just a place holder, but how do I make this work?Sorry for NecroBumping.
actor ColonelBusterShot{speed 50damage 2bouncefactor 0.9wallbouncefactor 0.9bouncecount 5 +RIPPER +SEEKERMISSILE +LOOKALLAROUND +DOOMBOUNCE +NOBLOODBouncetype "Doom"deathsound "sounds/clawhit"seesound "weapon/mbuster"PROJECTILEstates{Spawn:BUST A 1 A_SeekerMissileloopDeath: BUST A 0stop }}
Execution could not continue.Script error, "Colbuster.pk3:code/colonelbusternew.txt" line 76:Expected '(', got 'loop'.
I'm pretty sure that A_SeekerMissile requires at least one parameter.