Ezxariarch Posted March 13, 2006 I need help with a slight problem with an projectil attacks. Spoiler ACTOR DTracer { Radius 5 Height 5 Speed 15 ReactionTime 175 Damage 10 DamageType fire ExplosionDamage 64 ExplosionRadius 64 RenderStyle ADD Alpha 0.67 PROJECTILE +SEEKERMISSILE +FLOORHUGGER -NOGRAVITY Obituary "%o got was set ablaze by a Diabloist." Seesound "weapons/diasht" DeathSound "weapons/firex3" States { Spawn: NULL A 1 Bright A_SeekerMissile (10,10) NULL A 0 Bright A_Countdown NULL A 0 Bright A_CustomMissile("DTracerPuff",0,0,0,0) loop Death: FTRA K 4 Bright FTRA L 4 Bright A_Explode FTRA MNO 3 Bright A_Explode stop } } ACTOR DTracerPuff { Radius 1 Height 1 Speed 0 RENDERSTYLE ADD ALPHA 0.67 PROJECTILE +FLOORHUGGER -NOGRAVITY States { Spawn: FTRA ABCDEFGHIJ 3 Bright stop } } This is the flame-seeker attack of the diabloist that is supposed to crawl on the floor after the target. It works perfectly fine, until you get floating enemies. The seeker would crawl on the floor, but somehow jump up right when it's about the hit the target and explode on it even if the monster is really high above the air. Taking NOGRAVITY out doesn't seem the help. Is there no way too keep the thingon the floor? Another problem i'm having is that some projectiles, depending on how they are fired, stop releassing their smoke trail after awhile. Spoiler ACTOR CubeShot { Radius 5 Height 5 Speed 15 Damage 1 DamageType fire RENDERSTYLE ADD ALPHA 0.85 PROJECTILE Seesound "weapons/firsfi" DeathSound "weapons/maceex" Obituary "%o got fried by a Guardian Cube." States { Spawn: CBAL AB 3 Bright A_CustomMissile("CubePuff",0,0,0,0) loop Death: CBAL CDEFG 3 Bright stop } } ACTOR CubePuff { Radius 2 Height 2 Speed 0 PROJECTILE RENDERSTYLE ADD ALPHA 0.67 States { Spawn: CBAL HIJ 3 BRIGHT Stop } } For example, this attack is used by the Gaurdian Cube. It spawns a small trail of fire when it's launched and works fine when the Guardian is launching them. However, when I used it in a deathframe of a projectil or monster that shoots a bunch of these things in a ring, the CUBESHOT would stop spawning it's smoke trail after awhile. The same as with all my projectiles, for some reason. Here's another example: Spoiler ACTOR Hellshot2 { Radius 8 Height 12 Speed 25 Damage 40 Scale 1.0 PROJECTILE RENDERSTYLE ADD DamageType Fire ALPHA 0.95 DeathSound "weapons/hellex" ExplosionDamage 128 ExplosionRadius 128 DONTHURTSHOOTER States { Spawn: HEPA ABCDEF 3 Bright A_CustomMissile("RedPuff",0,0,0,0) loop Death: HELX A 3 Bright HELX B 0 Bright A_CustomMissile("Hellbolt",0,0,0) HELX B 0 Bright A_CustomMissile("Hellbolt",0,0,45) HELX B 0 Bright A_CustomMissile("Hellbolt",0,0,90) HELX B 0 Bright A_CustomMissile("Hellbolt",0,0,135) HELX B 0 Bright A_CustomMissile("Hellbolt",0,0,180) HELX B 0 Bright A_CustomMissile("Hellbolt",0,0,225) HELX B 0 Bright A_CustomMissile("Hellbolt",0,0,270) HELX B 0 Bright A_CustomMissile("Hellbolt",0,0,315) HELX B 3 Bright A_Explode HELX CDEFGHIJ 3 Bright stop } } ACTOR Hellbolt { Radius 8 Height 8 Speed 15 Damage 8 Scale 1.0 PROJECTILE RENDERSTYLE ADD DONTHURTSHOOTER ALPHA 0.80 SeeSound "Weapons/Boltfi" DeathSound "weapons/firex4" States { Spawn: BOLT A 3 Bright A_BishopMissileWeave BOLT A 3 A_CustomMissile("RedPuff",0,0,0,0) loop Death: HBAL EFHI 2 Bright stop } } Am I doing someting wrong? Or is it some bug with Zdoom 96x or Zdoom engines in general? 0 Share this post Link to post
Graf Zahl Posted March 13, 2006 1) FLOORHUGGER cannot be used with SEEKERMISSILE. The seeker functions have to change height for proper seeking so it naturally clashes 2) A projectile stops spawning secondary stuff when its shooter disappears from the map because there no longer is a target. You have to keep it a little longer. A 700 tics state with the TNT1 sprite is enough. 0 Share this post Link to post