Aiming Custom Projectiles ACS
- nambona890
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Aiming Custom Projectiles ACS
So what I'm trying to do is fire a custom projectile at a player using SpawnProjectile, but I don't know how to get it to aim at the player each time. There might be a trick with angles that I do not know about, but I would like some help please.
RE: Aiming Custom Projectiles ACS
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RE: Aiming Custom Projectiles ACS
Didn't he say CUSTOM projectiles? And Thing_ProjectileAimed in ZDoom prior to 2.7.1 requires a spawnid which can't be assigned to custom actors.
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RE: Aiming Custom Projectiles ACS
Whoops, my bad. Sorry. I've honestly never tried to spawn a custom projectile with that function. :pCircunei Z wrote: Didn't he say CUSTOM projectiles? And Thing_ProjectileAimed in ZDoom prior to 2.7.1 requires a spawnid which can't be assigned to custom actors.
You could always just spawn a custom invisible DECORATE actor that A_FaceTarget's the player and fires your projectile instantly.
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- nambona890
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RE: Aiming Custom Projectiles ACS
Ok, even though it's a bit tacky doing that, i'll try it.Ænima wrote:Whoops, my bad. Sorry. I've honestly never tried to spawn a custom projectile with that function. :pCircunei Z wrote: Didn't he say CUSTOM projectiles? And Thing_ProjectileAimed in ZDoom prior to 2.7.1 requires a spawnid which can't be assigned to custom actors.
You could always just spawn a custom invisible DECORATE actor that A_FaceTarget's the player and fires your projectile instantly.
- nambona890
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RE: Aiming Custom Projectiles ACS
http://puu.sh/b5sHZ/7c0fe6648a.wad Well I got it sort of done, here is the bare basis of it.
RE: Aiming Custom Projectiles ACS
You can just give the player an CustomInventory that will launch the projectile:
Code: Select all
actor PlayerMissileHelper:CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CustomMissile/A_FireCustomMissile(your params)
stop
}
}
//ACS
script 3000 RESPAWN//correct it as you need.
{
GiveInventory("PlayerMissileHelper",1);
}- nambona890
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RE: Aiming Custom Projectiles ACS
I was talking about have a missile fire at the player from a different source, but never mind, I got it done. It is on my latest terrywad called usewdept. Check it out when Ty puts it into newstuff.ZzZombo wrote: You can just give the player an CustomInventory that will launch the projectile:Code: Select all
actor PlayerMissileHelper:CustomInventory { States { Pickup: TNT1 A 0 A_CustomMissile/A_FireCustomMissile(your params) stop } } //ACS script 3000 RESPAWN//correct it as you need. { GiveInventory("PlayerMissileHelper",1); }