Making a missile that stops and retargets player

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User avatar
Amuscaria
Posts: 6628
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Making a missile that stops and retargets player

Post by Amuscaria »

I'm trying to make a projectile that stops after a short flight, and then re-fires in the players new location (kinda like incremental seeker). It can do this 5 times before detonating.

I got most of the decorate working except 1 major problem, the pitch for the projectile isn't adjusted, (no Z velocity). Without it, the projectile just either flies over the player or below while tracking the player's position. I'm not sure how to write an expression that adjusts the pitch.

Code: Select all

ACTOR SentinelShot : CacodemonBall
{
   Radius 6
   Height 12
   Speed 18
   Damage 10
   DamageType fire
   ALPHA 0.85
   ReactionTime 5
   +THRUGHOST   
   +FORCEXYBILLBOARD
   +SEEKERMISSILE
   Seesound "weapons/magic1"
   deathsound "weapons/magic9"
   Obituary "%o was fried by a Guardian."
   States
   {
   Spawn:
      CFX3 ABABABABABABABABAB 3 Bright
	  CFX3 A 3 Bright A_Stop
	  CFX3 BABAB 3 Bright
	  CFX3 A 0 Bright A_PlaySound("weapons/magic1",4)
	  CFX3 AAAA 0 Bright A_SeekerMissile(90,90,0,100,10240)
	  CFX3 A 0 Bright A_Countdown
	  CFX3 A 0 Bright A_ChangeVelocity(18,0,0, CVF_RELATIVE|CVF_REPLACE) <====this part
      loop
   Death:
      CFX3 CDEF 3 Bright
      stop
   }
}
If what I want is impossible I'll just stick to the long way and make the projectile spawn a series of other projectiles to simulate the effect.
User avatar
Apeirogon
Posts: 1605
Joined: Mon Jun 12, 2017 12:57 am

Re: Making a missile that stops and retargets player

Post by Apeirogon »



I`M ON THE TEN OF THE TWELWE POINT SKILL OF DECORATE
Spoiler:
User avatar
Amuscaria
Posts: 6628
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: Making a missile that stops and retargets player

Post by Amuscaria »

Ah thanks! :D Didn't know there was A_SetSpeed.
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