Graf Zahl wrote:...you can check which weapon the player is using with the CheckWeapon(weaponname) function.
Actually CheckWeapon() (the syntax you gave is for SetWeapon) but I didn't know it existed in the first place. Perfect.
Enjay wrote:If it was a weapon that fired a projectile that Zdoom can use for Thingcount...
I can do that. And I can make that projectile invisible, so it's only programatically that it even exists while being looked for.
Chris wrote:Only question now, is how to spawn it at the player(giving the players unique TIDs should work there), and having it fire at the same angle the player facing, both pitch and yaw..
For what I've got, I don't really need it to act like a weapon, more of a control device. I can use ACS trickery to make the effect what I want it to be, now that I'm in charge

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