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TNT1 A 0 A_SpawnItemEx("JetsonProjectile",cos(-pitch)*10,12,1+(sin(-pitch)*32),cos(-pitch)*10,0,sin(-pitch)*10,0,32|SXF_TRANSFERPITCH)ACTOR JetsonProjectile
{
var int user_limit;
+THRUACTORS
+NOGRAVITY
+SKYEXPLODE
Radius 2
Height 2
Speed 10
Projectile
DeathSound "Jetson/Explosion"
Translation "0:255=%[0,0,0]:[0.5,0.8,1.0]"
States
{
Spawn:
MISL A 1 Bright
Moving:
TNT1 A 0 A_SetUserVar("user_limit",user_limit+1)
TNT1 A 0 A_JumpIf(user_limit>=4000,"End")
TNT1 A 0 A_SpawnItemEx("JetsonParticle",(sin(-pitch)*random(-5,5)),frandom(-2,2),frandom(-2,2),0,0,frandom(0,0.2),0,32)
TNT1 A 0 A_Warp(AAPTR_DEFAULT,cos(-pitch)*2,0,sin(-pitch)*2,0,0,"Moving2")
Goto Death
Moving2: //Meant to reduce density of particles. Works perfectly.
TNT1 A 0 A_SetUserVar("user_limit",user_limit+1)
TNT1 A 0 A_JumpIf(user_limit>=4000,"End")
TNT1 A 0 A_Warp(AAPTR_DEFAULT,cos(-pitch)*2,0,sin(-pitch)*2,0,0,"Moving")
Death:
TNT1 A 1 A_SpawnItemEx("JetsonBomb",0,0,0,0,0,0,0,32|SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
Stop
End:
TNT1 A 0
Stop
}
}
That would be fantastic, yes. (Unfortunately, someone got it into his head that Pitch isn't useful anywhere.Major Cooke wrote:Would it be possible to include a flag for A_FireCustomMissile to transfer the pitch of the player to the projectile?
No.Major Cooke wrote:Uh... Me?
As do I.Major Cooke wrote:I find pitch to be useful in a lot of things.

Graf Zahl wrote:Ok, this doesn't look too intrusive so I guess it's safe to be added.
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