The same problem arises if you try to use FastProjectile and make the halo object spawn via MissileType: they jitter back and forth (if the projectile has a regular speed, not what FastProjectile is usually used for).
I decided to create a singular halo that just uses the same velocity as the projectile and dies with it. However, if it spawns at the same time as the projectile, it'll appear 24 units in front of it, not at the projectile's position (even with 0,0,0 coordinates). So I used this:
Code: Select all
Actor BD_Plasmaball : Plasmaballreplaces Plasmaball
{
+DONTBLAST
damagetype PlasmaDamage
+FORCEXYBILLBOARD
+THRUGHOST
+NOEXTREMEDEATH
+BLOODLESSIMPACT
decal BluePlasmaSplat
renderstyle ADD
scale .2
alpha .5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("BlueFlarePlasma",-24,0,0,velx,vely,velz,0,SXF_SETMASTER|SXF_ORIGINATOR|SXF_ABSOLUTEVELOCITY)
PLBA ABCDEF 2 bright
goto spawn+2
}
}
Actor BlueFlarePlasma
{
+NOINTERACTION
+NOGRAVITY
renderstyle Add
alpha .5
scale .1
states
{
Spawn:
LENB A 1bright
loop
}
}Is there any way I could adjust the formula so that it appears in its proper place?
For reference, if I use 0,0,0 coordinates, it'll look like this (this is view from the side with 'freeze', not from behind):

Note that in this case the halo somehow spawns in front of the projectile but it DOES take its pitch into account; while according to the wiki it's impossible to truly account for projectile's pitch.

