If that's the case, then use ThrustThingZ on the projectiles themselves. This is what I used for a weapon I was working on a few months ago:Captain Ventris wrote:I'm thinking he knew that. He meant a way to make them have gravity and such.Ichor wrote:I think I see the problem. You're using aimmode 2 for CustomMissile. Aimmode 2 doesn't aim at any target, but uses the pitch (last number) and will fire that way regardless of how you aim.
Code: Select all
ACTOR LifeLeechFireball
{
Speed 36
Damage 5
Radius 8
Height 8
Scale 0.35
+FIREDAMAGE
PROJECTILE
+NODAMAGETHRUST
DeathSound "LLFireball/Explode"
States
{
Spawn:
FLAR J 0 A_Jump(127,3)
FLAR J 0 Bright ThrustThingZ(0,random(0,3),0,1)
FLAR J 0 A_Jump(256,2)
FLAR J 0 Bright ThrustThingZ(0,random(0,3),1,1)
FLAR J 3 Bright
Goto Spawn+4
Death:
FRME A 2 Bright A_Explode(85, 80, 0)
FRME BCDEFGHIJKLMNOPQRS 2 Bright A_FadeOut(0.06)
Stop
}
}
Also, yeah, A_FireCustomMissile would be better here.
