I'm making a mini mod that basically changes all the hitscanning enemies shoot projectiles. The shotgun enemy I made seems to only shoot forward. For example, if I am above the enemy, he won't be able to aim properly at all. I am not sure what I am doing wrong here.
- Code: Select all • Expand view
ACTOR Shotgunner replaces ShotgunGuy
{
health 30
height 56
mass 130
speed 9
Scale 1.1
MONSTER
+FLOORCLIP
painchance 170
AttackSound "weapons/shotgun"
Obituary "%o was shot by a Shotgunner."
DropItem Shotgun 255 4
SeeSound "enemysoldier/sight"
PainSound "enemysoldier/pain"
DeathSound "enemysoldier/death"
ActiveSound "enemysoldier/active"
States
{
Spawn:
SGNR A 10 A_Look
loop
See:
SGNR AABBCCDD 3 A_Chase
loop
Missile:
SGNR E 10 A_FaceTarget
SGNR F 1 bright A_PlaySound("weapons/shotgun")
SGNR FFFFF 1 bright A_CustomMissile("EnemyShotgunShot", 36, 0, random(-9, 9), 6, random(-9, 9))
SGNR E 10
goto See
Pain:
SGNR G 3
SGNR G 3 A_Pain
goto See
Death:
SGNR A 0 A_Jump(65,"Death2")
SGNR A 0 A_Jump(75,"Death3")
SGNR H 4
SGNR I 4 A_Scream
SGNR J 4 A_NoBlocking
SGNR K 4
SGNR L -1
stop
Death2:
SGD2 A 3
SGD2 B 3 A_Scream
SGD2 C 3 A_NoBlocking
SGD2 DEF 3
SGD2 G -1
stop
Death3:
SGD3 A 3
SGD3 B 3 A_Scream
SGD3 C 3 A_NoBlocking
SGD3 DEF 3
SGD3 G -1
stop
XDeath:
SGNR M 3
SGNR N 3 A_PlaySound("misc/sloppy")
SGNR O 3 A_NoBlocking
SGNR PQRST 3
SGNR U -1
stop
Raise:
SGNR LKJIH 5
goto See
Burn:
BURN A 3 BRIGHT
BURN B 3 BRIGHT A_PlaySound("misc/firedie")
BURN CDEFABCDEFGHIJKLMN 3 BRIGHT
BURN O 3 BRIGHT A_NoBlocking
BURN PQRST 3 BRIGHT
BURN U 3
BURN V -1
Stop
}
}