Multiple projectiles follow same tracer?
- Spottswoode
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Multiple projectiles follow same tracer?
Is this possible? I mean to use it to cause several monsters to fire on the same target by making them follow the same tracer (with +seekermissile or some such) and converge.
RE: Multiple projectiles follow same tracer?
Do you mean monsters that'd attack a target at same time or they shoot projectiles that merge together into stronger ones?
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- Spottswoode
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RE: Multiple projectiles follow same tracer?
No, I mean that all of the monsters would shoot at the same target (player) at the same time. Sort of like a volley.
RE: Multiple projectiles follow same tracer?
It'll take ACS, but I'm not sure how you plan to do it otherwise.
Make sure that they already have the player as a target via Thing_Hate or something.
I suppose you could add A_JumpIfInTargetInventory checks to every tic of the monster, aside from that particular attack state, but that'll create incredibly messy code and you'd need to find a way to give the player that item.
Make sure that they already have the player as a target via Thing_Hate or something.
I suppose you could add A_JumpIfInTargetInventory checks to every tic of the monster, aside from that particular attack state, but that'll create incredibly messy code and you'd need to find a way to give the player that item.
- Spottswoode
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RE: Multiple projectiles follow same tracer?
I was thinking something like this (doesn't work, just example code)
Basically the Captain would issue a command and the others would attack if in the "command vicinity."
Code: Select all
actor TestImp : DoomImp replaces DoomImp
{
+MISSILEMORE
+MISSILEEVENMORE
DamageFactor Command, .001
PainChance Command, 255
States
{
Missile:
TROO EF 8 A_FaceTarget
TROO G 6 A_CustomMissile ("DoomImpBall2")
Goto See
Pain.Command:
TROO H 2
TROO H 2 A_Pain
TROO EF 8 A_FaceTarget
TROO G 6 A_TroopAttack
Goto See
}
}
actor ImpCaptain : DoomImp
{
Health 250
DamageType Command
States
{
See:
TNT1 A 0 A_TakeInventory ("ScreamToken", 4)
TROO AABBCCDD 3 A_Chase
TNT1 A 0 A_JumpIfInTargetInventory ("ScreamToken", 4, "Scream")
TNT1 A 0 A_GiveInventory ("ScreamToken", random(1,4))
loop
Scream:
TROO H 2
TROO H 2 A_Pain
TNT1 A 0 A_Explode (100, 128)
Goto See
}
}RE: Multiple projectiles follow same tracer?
Don't master and child monsters have the ability to force each other into pain with a specific damage type.. although I have no idea if the captain summons the monsters to be their master :P
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- Spottswoode
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RE: Multiple projectiles follow same tracer?
The problem with that is that would force the monsters spawned by the captain to attack regardless of distance and I want the captain to command any nearby monsters. It doesn't work so well if you can just lead the child monsters away to reduce their group killing power.

[/spoiler]
