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actor BlowCycloneWep : MegaBuster 17005{Weapon.AmmoUse 2Weapon.AmmoGive 28Weapon.SlotNumber 2Obituary "%o got blown around by %k's Blow Cyclone."Inventory.Pickupmessage "Power up! Blow Cyclone!"weapon.ammotype "BlowCycloneAmmo"inventory.pickupsound "weapon/weaponup"inventory.icon "BLOWIC"+WEAPON.AMMO_OPTIONALScale 2.0States{Spawn:BCYC G 1loopReady:BCYC A 0 ACS_ExecuteAlways(998,0,175)BCYC A 1 A_WeaponReadyGoto Ready+1Deselect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_LowerBCYC A 1LoopSelect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_RaiseBCYC A 1LoopFire:BCYC A 0 A_JumpIfNoAmmo("NoAmmo")BCYC A 0 A_PlaySoundEx("weapon/scorchwheel","Weapon")BCYC B 0 A_FireCustomMissile("BlowCyclone",0,1,8,0)BCYC B 0 A_FireCustomMissile("BlowCyclone",180,0,8,0)BCYC BCDEF 3BCYC A 45BCYC D 0 A_RefireGoto Ready+1NoAmmo:BCYC D 1 ACS_Execute(979,0)Goto Ready+1}}actor BlowCycloneAmmo : Ammo{inventory.amount 1inventory.maxamount 28}actor BlowCyclone : MageStaffFX2{PROJECTILE+RIPPER+SEEKERMISSILEDamage (0)height 26radius 20speed 23//damagetype "Blow"scale 2.5States{Spawn:BCYC H 2 //A_RadiusThrust (340000, 36, 0)BCYC I 2 A_MStaffTrackloop}}
Pain.SpikeShock:PLAY H 0 A_JumpIfInventory("ShockGuardForever",1,"ShockSuccess")goto DeathShockSuccess:PLAY H 0PLAY H 0PLAY H 0 A_GiveInventory("ShockGuardTemp",1)PLAY H 1 HealThing(1)PLAY H 0 A_TakeInventory("ShockGuardForever",1)goto pain+1//End New lines.Pain.Blow:PLAY H 0 A_ChangeFlag("PUSHABLE",1)PLAY H 0 HealThing(1)PLAY H 0 A_ChangeFlag("PUSHABLE",0)Goto pain+1Pain.Gravity:PLAY H 0 ThrustThingZ(0,150,1,0)PLAY H 0 A_JumpIf(z-floorz>180,"GravityForce4")PLAY H 0 A_JumpIf(z-floorz>128,"GravityForce3")PLAY H 0 A_JumpIf(z-floorz>32,"GravityForce2")PLAY H 0 A_JumpIf(z-floorz>8,"GravityForce1")Goto pain+1
I want to make a projectile change directions and start to fly backwards like Shadow Blade, but there's a catch: I want the direction change to be "gradual". This means I want the projectile to slowly come to a halt, then slowly speed up in the opposite direction. I don't want the projectile to just "jump" and start instantly moving backwards like Shadow Blade.Any ideas on how to do this? :?
Wait a minute, didn't yo-yo just go 3 forward, stop, and come back at the same speed...
actor BlowCycloneWep : MegaBuster 17005{Weapon.AmmoUse 2Weapon.AmmoGive 28Weapon.SlotNumber 2Obituary "%o got blown around by %k's Blow Cyclone."Inventory.Pickupmessage "Power up! Blow Cyclone!"weapon.ammotype "BlowCycloneAmmo"inventory.pickupsound "weapon/weaponup"inventory.icon "BLOWIC"+WEAPON.AMMO_OPTIONALScale 2.0States{Spawn:BCYC G 1loopReady:BCYC A 0 ACS_ExecuteAlways(998,0,175)BCYC A 1 A_WeaponReadyGoto Ready+1Deselect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_LowerBCYC A 1LoopSelect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_RaiseBCYC A 1LoopFire:BCYC A 0 A_JumpIfNoAmmo("NoAmmo")BCYC A 0 A_PlaySoundEx("weapon/scorchwheel","Weapon")BCYC B 0 A_FireCustomMissile("BlowCyclone",0,1,8,0)BCYC B 0 A_FireCustomMissile("BlowCyclone",180,0,8,0)BCYC BCDEF 3BCYC A 45BCYC D 0 A_RefireGoto Ready+1NoAmmo:BCYC D 1 ACS_Execute(979,0)Goto Ready+1}}actor BlowCycloneAmmo : Ammo{inventory.amount 1inventory.maxamount 28}actor BlowCyclone : MageStaffFX2{PROJECTILE Radius 20 Height 20 scale 2.5 damage (0)damagetype "Blow"+FORCEXYBILLBOARD +RIPPER+SEEKERMISSILEspeed 21States{Spawn:BCYC H 2 BCYC I 2 A_MStaffTrackloop}}
Nope, it can still damage them, even when I set the height and radius to 0. The damage it does is usually around 40 for some reason. Does it have anything to do with that MageStaff tracking?