I'll put up the rest of the code below for the projectile and the monster it spawns.
Code: Select all
actor GlassMorph
{
Radius 6
Height 8
Speed 30
FastSpeed 60
Scale 0.8
Damage 1
DamageType GlassMorph
Projectile
+RANDOMIZE
+REFLECTIVE
RenderStyle Add
Alpha 0.5
seesound "monster/tenatk"
deathsound "weapons/plasmax"
States
{
Spawn:
POLP A 0 Bright A_SpawnItemEx("GlassParticleFloat", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)
POLP AB 2 bright A_SpawnItemEx("GlassShotT",0,0,0,0,0,0,0,128)
POLP A 0 Bright A_SpawnItemEx("GlassParticleFloat", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)
POLP CD 2 bright A_SpawnItemEx("GlassShotT",0,0,0,0,0,0,0,128)
POLP A 0 Bright A_SpawnItemEx("GlassParticleFloat", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)
loop
Death:
POLD ABCD 4 bright
stop
}
}
ACTOR GlassImp
{
Health 80
Radius 16
Height 36
Mass 50
Speed 10
Painchance 200
RenderStyle Translucent
Alpha 0.5
Monster
+FLOAT
+NOGRAVITY
+SPAWNFLOAT
+DONTOVERLAP
+MISSILEMORE
+FRIENDLY
SeeSound "himp/sight"
AttackSound "himp/attack"
PainSound "himp/pain"
DeathSound "himp/death"
ActiveSound "himp/active"
Translation "115:127=23:35"
States
{
Spawn:
AMPX ABCB 10 A_Look
Loop
See:
AMPX AABBCCBB 3 A_Chase
Loop
Melee:
AMPX DE 6 A_FaceTarget
AMPX F 6 A_CustomMeleeAttack(random[ImpMeAttack](10,24), "himp/attack", "himp/attack")
Goto See
Missile:
AMPX A 10 A_FaceTarget
AMPX B 6 A_SkullAttack
AMPX CBAB 6
Goto Missile+2
Pain:
AMPX G 3
AMPX G 3 A_Pain
Goto See
Death:
AMPX G 4 A_Scream
AMPX H 5 A_NoBlocking
Wait
XDeath:
AMPX S 5 A_XScream
AMPX TU 5 A_NoBlocking
AMPX V 5 A_Gravity
AMPX W 5
Wait
Crash:
AMPX I 7 A_NoBlocking
AMPX J 7 A_Scream
AMPX K 7
AMPX L -1
Stop
XCrash:
AMPX X 7 A_NoBlocking
AMPX Y 7
AMPX Z -1
Stop
}
}