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/* RevenantTracer The seeking missile fired by a Revenant. Whether it actually homes in on the Revenant's target or not is random (50% chance), this behavior is caused by the way A_Tracer was written. From their sprite names, it could be inferred they were originally planned to be the Mancubus' missiles. http://zdoom.org/wiki/Classes:RevenantTracer http://zdoom.org/wiki/Classes:RevenantTracer http://zdoom.org/wiki/A_SeekerMissile http://zdoom.org/wiki/A_JumpIfTargetInLOS http://zdoom.org/wiki/A_ChangeVelocity http://zdoom.org/wiki/A_Explode http://zdoom.org/wiki/A_SpawnItemEx */ ACTOR Seeker_Grenade //: RevenantTracer { Game Doom SpawnID 53 Radius 8 //11 Height 6 //8 Speed 10 Damage (10*random(1,2)) //10 Projectile +SEEKERMISSILE +RANDOMIZE SeeSound "seeker_grenade/sight" DeathSound "seeker_grenade/death" RenderStyle "Normal" //"Add" +SEEINVISIBLE +DONTMORPH +FLOORCLIP +BLOODSPLATTER +FORCERADIUSDMG +STEPMISSILE +ALWAYSFAST FastSpeed 20 Decal "Grenade_Burns" Obituary "%o was hit by a spider drone's seeker grenade." States { Spawn: GREN A 2 A_SeekerMissile (0,15,SMF_LOOK|SMF_PRECISE,256,9999) //Bright A_Tracer GREN A 0 A_JumpIfTargetInLOS ("DiveA",0,JLOSF_PROJECTILE,64,0) Loop DiveA: GREN A 1 A_ChangeVelocity (Cos(Pitch)*0,0,Sin(Pitch)*20,CVF_RELATIVE) Goto Spawn Death: DCTU C 8 Bright A_Explode (64,64,0,1,0,0,0) DCTU D 7 Bright DCTU E 6 Bright DCTU F 5 Bright DCTU G 4 Bright DCTU H 3 Bright DCTU H 0 bright A_SpawnItemEx ("Cultist_Flame_Smoke",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } }
[Code] Tracer Z-Coordinate Determination for Projectile
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- RV-007
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[Code] Tracer Z-Coordinate Determination for Projectile
Finally solved a way to make projectiles to determine if a tracer is above or below its coordinates. The key statement is the pre-calculus value stuff in the x|y|z velocity parameters.
Spoiler: Code