VIDEO:
https://youtu.be/O2VF3TYj4tc?si=2YRpKHJeRYGt21-3
The code is:
Code: Select all
MCHF B 2 BRIGHT A_FireProjectile("BulletCasing", Random(-45,-25), 0, -6,FPF_NOAUTOAIM ,180);
SORRY FOR MY BAD ENGLISH!
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MCHF B 2 BRIGHT A_FireProjectile("BulletCasing", Random(-45,-25), 0, -6,FPF_NOAUTOAIM ,180);
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action Actor, Actor A_FireProjectile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, EFireCustomMissileFlags flags = 0, double pitch = 0)Code: Select all
TNT1 A 0 A_FireProjectile("MyCasingSpawner", 0, 0, 8, 0)Code: Select all
actor MyCasingSpawner --> THE DUMMY SPAWNER
{
Radius 1
Height 1
Speed 25 --> AS THE SPEED INCREASES, SO DOES THE FRONTAL SPAWN DISTANCE WITH THE PLAYER
PROJECTILE
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_Die
Goto Death
Death:
TNT1 A 0 A_SpawnProjectile("Casing",1,0,random(-80,-110),2,random(-30,-40))
Stop
}
}
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actor Casing
{
Scale 0.10
Radius 3
Height 3
Speed 7 --> CONTROLS HOW FARTHER THE CASING IS LAUNCHED FROM THE DUMMY SPAWNER
Mass 5
bouncetype "doom"
BounceFactor 0.4
seesound " "
Bouncesound "pistol/casing"
+DROPOFF
+MISSILE
+NOTELEPORT
+MOVEWITHSECTOR
-NOGRAVITY
+FORCEXYBILLBOARD
States
{
Spawn:
PBLT ABCDEF 1
Loop
Death:
PBLT E 500
PBLT EEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.05)
Stop
}
}I am terribly careless, how did I not notice this all this time?As you can see the Spawnheight and flags have swapped places, so in effect, nothing will happen.
Good Afternoon, glad it worked. Don't blame yourself for the mistake, it happens all the time, especially when the code gets a "little" extensive, it happened to me a lot of times so, yeah it sucks...