Extension to A_Fire?

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Re: Extension to A_Fire?

by NeuralStunner » Wed May 26, 2010 5:56 pm

Spleen wrote:You could call an ACS script from the projectile, which calls [wiki]SetActivatorToTarget[/wiki], then returns [wiki]ActivatorTID[/wiki], returning the TID of the actor the projectile hit.
A projectile's Target field is the shooter. Tracer is used for the actual aimed-for thing, but I'm not sure if that's used outside of SeekerMissiles.

Re: Extension to A_Fire?

by Spleen » Wed May 26, 2010 5:37 pm

You could call an ACS script from the projectile, which calls [wiki]SetActivatorToTarget[/wiki], then returns [wiki]ActivatorTID[/wiki], returning the TID of the actor the projectile hit. I don't know if you have a system that assigns TIDs to everything as part of your mutator, but you could use A_JumpIf to have different behavior depending on whether a particular actor actually has a nonzero TID.

Re: Extension to A_Fire?

by Recurracy » Wed May 26, 2010 2:58 am

I made a flamethrower weapon with 'fire' using A_Fire, and it's even worse in multiplayer, because somehow the fire warps to the target when he respawns. I'd really like a feature like this.

Re: Extension to A_Fire?

by Jimmy » Fri May 21, 2010 4:55 pm

This is currently the only problem that's stopping me from releasing my mutator. Any more help with this would be very appreciated. :(

Re: Extension to A_Fire?

by Jimmy » Wed May 19, 2010 9:13 am

After some experimentation, none of those parameters seem to help. :(

Re: Extension to A_Fire?

by XutaWoo » Sun May 16, 2010 3:10 pm

[wiki]A_JumpIfTargetInLOS[/wiki]

extra parameter yo

Re: Extension to A_Fire?

by Jimmy » Sun May 16, 2010 1:55 pm

Adding A_JumpIfTargetInLOS("RealDeath") always kills the projectile before it has the chance to do any lasting damage to the monster. :(

Re: Extension to A_Fire?

by Nightfall » Sun May 16, 2010 12:53 pm

Maybe try use A_JumpIfTargetInLOS? Just a thought..

Extension to A_Fire?

by Jimmy » Thu May 13, 2010 3:33 pm

A_Fire is great for pulling off certain effects, but these can be ruined when the target dies inexplicably.

One particular effect I'm shooting for is a projectile that latches onto its target, fixing it in place and doing radius damage to it until the projectile explodes (after a set number of tics). If the target dies before the projectile does, the projectile remains there, which produces an undesirable visual oddity - it's still fixed in place, latched onto the target which it just killed!

Unless there's a way to fix this that I've overlooked, I think a flag called CHECKTARGETDEAD (or something), which kills the projectile when its target dies, would be a fairly useful addition.

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