by Nash » Sat Mar 02, 2013 11:39 am
I tried this but it doesn't seem to work. I don't have time to isolate the relevant code to demonstrate my trouble with getting it work right now so... can anyone post a simple demo that shows that this works?
I am calling A_FireBullets from an inventory item that the player auto-uses every tic (called by a looping ACS script and UseInventory()).
Code: Select all
Actor Z_SunScanner : ArtiEgg
{
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
-INVENTORY.INVBAR
-INVENTORY.PICKUPFLASH
Inventory.Amount 1
Inventory.MaxAmount 1
States
{
Use:
TNT1 A 0 A_FireBullets(ACS_NamedExecuteWithResult("Script_SunScannerHorizontal") - angle + 180,
ACS_NamedExecuteWithResult("Script_SunScannerVertical"),
2,
0,
"Z_SunScannerPuff",
FBF_NORANDOM | FBF_EXPLICITANGLE | FBF_NOFLASH | FBF_NOPITCH | FBF_NORANDOMPUFFZ, 0)
Stop
}
}
The puff object "Z_SunScannerPuff" is still randomly jumping up and down upon collision with anything in the world.
I tried this but it doesn't seem to work. I don't have time to isolate the relevant code to demonstrate my trouble with getting it work right now so... can anyone post a simple demo that shows that this works?
I am calling A_FireBullets from an inventory item that the player auto-uses every tic (called by a looping ACS script and UseInventory()).
[code=php]
Actor Z_SunScanner : ArtiEgg
{
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
-INVENTORY.INVBAR
-INVENTORY.PICKUPFLASH
Inventory.Amount 1
Inventory.MaxAmount 1
States
{
Use:
TNT1 A 0 A_FireBullets(ACS_NamedExecuteWithResult("Script_SunScannerHorizontal") - angle + 180,
ACS_NamedExecuteWithResult("Script_SunScannerVertical"),
2,
0,
"Z_SunScannerPuff",
FBF_NORANDOM | FBF_EXPLICITANGLE | FBF_NOFLASH | FBF_NOPITCH | FBF_NORANDOMPUFFZ, 0)
Stop
}
}
[/code]
The puff object "Z_SunScannerPuff" is still randomly jumping up and down upon collision with anything in the world.