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Ezxariarch

Help with Some Zdoom Projectiles issues

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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?

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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.

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