by Ed the Bat » Mon Jan 13, 2014 12:18 pm
			
			
			Does the +SEEKERMISSILE option work, though? I'd thought of trying it out for myself a while back but never got around to testing it... When the projectile hits something, does the actor it struck become its tracer, regardless of what it had originally set for that field? Using A_GiveInventory with the Tracer pointer might give the item to the wrong actor, otherwise.
			
			
							Does the +SEEKERMISSILE option work, though? I'd thought of trying it out for myself a while back but never got around to testing it... When the projectile hits something, does the actor it struck become its tracer, regardless of what it had originally set for that field? Using A_GiveInventory with the Tracer pointer might give the item to the wrong actor, otherwise.