BadCompany
Junior Member

Posts: 100
Registered: 09-09 |
You change the "A_SkelMissile" in your customized "CacodemonX" script to A_FireCustomMissile.
Then you fill A_FireCustomMissile (string missiletype [, angle angle [, bool useammo [, int spawnofs_horz [, int spawnheight [, int aim[, angle pitch]]]]]]) .
In your example:
A_FireCustomMissile ("RevenantTracer" , 0, 0, 0, -5 (or other number --> spawnheight) )
The "height" in projectile script describes the tall size like in monster script.
For more helps see Zdoom Wiki.
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