Thanks for the recent fix by the way Graf. I like how I managed to monopolise an entire SVN release! Let's hope that it doesn't happen again!

I have recently encountered another issue. I'm not sure what's causing it, but I did try to rearrange things first, and it didn't help. The ingame result of the code below is that the A2C2KayLotusAllyPlasma still fires the A2C2BulletAllyProj instead of the A2C2PlasmaAllyBall. This does not occur if I copy the entire States { } from the SMG one to the Plasma one and change the projectiles there. Is it something that I have missed or is there a problem? Do you want more code?
Code: Select all
ACTOR A2C2KayLotusAllySMG REPLACES Megasphere
{
//snip
States
{
//snip
Melee:
Missile:
// firing (from Move)
ILLP A 0
ILLP E 0 A_SpawnItemEx("A2C2MapPingAlly", 0, 0, 0, momx, momy, momz, 0, 40)
ILLP E 2 A_FaceTarget
ILLP F 0 A_AlertMonsters
ILLP F 0 A_PlaySound("weapons/smg")
ILLP F 2 BRIGHT A_CustomMissile("A2C2BulletAllyProj",30,0,random(-3,3))
ILLP E 0 A_SpawnItemEx("A2C2MapPingAlly", 0, 0, 0, momx, momy, momz, 0, 40)
ILLP E 2 A_FaceTarget
ILLP F 0 A_AlertMonsters
ILLP F 0 A_PlaySound("weapons/smg")
//ILLP F 0 A_TakeInventory("A2C2CharmanderAmmo",1)
ILLP F 2 BRIGHT A_CustomMissile("A2C2BulletAllyProj",30,0,random(-4,4))
ILLP E 0 A_SpawnItemEx("A2C2MapPingAlly", 0, 0, 0, momx, momy, momz, 0, 40)
ILLP E 2 A_FaceTarget
ILLP F 0 A_AlertMonsters
ILLP F 0 A_PlaySound("weapons/smg")
//ILLP F 0 A_TakeInventory("A2C2CharmanderAmmo",1)
ILLP F 2 BRIGHT A_CustomMissile("A2C2BulletAllyProj",30,0,random(-4,4))
// end firing
ILLP E 0 A_CPosRefire
Loop
FollowMissile:
// firing (from FollowAttack)
ILLP A 0
ILLP E 0 A_SpawnItemEx("A2C2MapPingAlly", 0, 0, 0, momx, momy, momz, 0, 40)
ILLP E 2 A_FaceTarget
ILLP F 0 A_AlertMonsters
ILLP F 0 A_PlaySound("weapons/smg")
ILLP F 2 BRIGHT A_CustomMissile("A2C2BulletAllyProj",30,0,random(-4,4))
ILLP E 0 A_SpawnItemEx("A2C2MapPingAlly", 0, 0, 0, momx, momy, momz, 0, 40)
ILLP E 2 A_FaceTarget
ILLP F 0 A_AlertMonsters
ILLP F 0 A_PlaySound("weapons/smg")
ILLP F 2 BRIGHT A_CustomMissile("A2C2BulletAllyProj",30,0,random(-4,4))
ILLP E 0 A_SpawnItemEx("A2C2MapPingAlly", 0, 0, 0, momx, momy, momz, 0, 40)
ILLP E 2 A_FaceTarget
ILLP F 0 A_AlertMonsters
ILLP F 0 A_PlaySound("weapons/smg")
ILLP F 2 BRIGHT A_CustomMissile("A2C2BulletAllyProj",30,0,random(-4,4))
// end firing
ILLP E 0 A_CPosRefire
Loop
//snip
}
}
ACTOR A2C2BulletAllyProj : A2C2BulletProj
{
+THRUGHOST
}
ACTOR A2C2PlasmaAllyBall : A2C2PlasmaBall
{
+THRUGHOST
}
ACTOR A2C2KayLotusAllyPlasma : A2C2KayLotusAllySMG REPLACES SoulSphere
{
States
{
Melee:
Missile:
// firing (from Move)
ILLP A 0
ILLP E 0 A_SpawnItemEx("A2C2MapPingAlly", 0, 0, 0, momx, momy, momz, 0, 40)
ILLP E 2 A_FaceTarget
ILLP F 0 A_AlertMonsters
ILLP F 2 BRIGHT A_CustomMissile("A2C2PlasmaAllyBall",30,0,0)
ILLP E 0 A_SpawnItemEx("A2C2MapPingAlly", 0, 0, 0, momx, momy, momz, 0, 40)
ILLP E 2 A_FaceTarget
ILLP F 0 A_AlertMonsters
ILLP F 2 BRIGHT A_CustomMissile("A2C2PlasmaAllyBall",30,0,0)
ILLP E 0 A_SpawnItemEx("A2C2MapPingAlly", 0, 0, 0, momx, momy, momz, 0, 40)
ILLP E 2 A_FaceTarget
ILLP F 0 A_AlertMonsters
ILLP F 2 BRIGHT A_CustomMissile("A2C2PlasmaAllyBall",30,0,0)
// end firing
ILLP E 0 A_CPosRefire
Loop
FollowMissile:
// firing (from FollowAttack)
ILLP A 0
ILLP E 0 A_SpawnItemEx("A2C2MapPingAlly", 0, 0, 0, momx, momy, momz, 0, 40)
ILLP E 2 A_FaceTarget
ILLP F 0 A_AlertMonsters
ILLP F 2 BRIGHT A_CustomMissile("A2C2PlasmaAllyBall",30,0,0)
ILLP E 0 A_SpawnItemEx("A2C2MapPingAlly", 0, 0, 0, momx, momy, momz, 0, 40)
ILLP E 2 A_FaceTarget
ILLP F 0 A_AlertMonsters
ILLP F 2 BRIGHT A_CustomMissile("A2C2PlasmaAllyBall",30,0,0)
ILLP E 0 A_SpawnItemEx("A2C2MapPingAlly", 0, 0, 0, momx, momy, momz, 0, 40)
ILLP E 2 A_FaceTarget
ILLP F 0 A_AlertMonsters
ILLP F 2 BRIGHT A_CustomMissile("A2C2PlasmaAllyBall",30,0,0)
// end firing
ILLP E 0 A_CPosRefire
Loop
}
}
