The angle is not only passed to the spawned actor, but relative to the spawner. You're specifying both angles and X/Y offsets, so they're sort of cancelling each other out. This should do it:
Code: Select all
TEKS A 0 A_SpawnItemEx ("TekStationConsole", 32, 0, 0, 0, 0, 0, 0)
TEKS A 0 A_SpawnItemEx ("TekStationConsole", 32, 0, 0, 0, 0, 0, 90)
TEKS A 0 A_SpawnItemEx ("TekStationConsole", 32, 0, 0, 0, 0, 0, 180)
TEKS A 0 A_SpawnItemEx ("TekStationConsole", 32, 0, 0, 0, 0, 0, 270)
(Make the 32s negative if you want hem to face inward.)
Or, if you want them all to face the same angle as the parent (or any angle, so long as it's the same in every call):
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TEKS A 0 A_SpawnItemEx ("TekStationConsole", 32, 0, 0, 0, 0, 0, 0)
TEKS A 0 A_SpawnItemEx ("TekStationConsole", -32, 0, 0, 0, 0, 0, 0)
TEKS A 0 A_SpawnItemEx ("TekStationConsole", 0, 32, 0, 0, 0, 0, 0)
TEKS A 0 A_SpawnItemEx ("TekStationConsole", 0, -32, 0, 0, 0, 0, 0)
Also, though not earthshaking, this should have only one A: