In a certain project of mine, I'm trying to edit the Revenant's tracer projectile to refrain from spawning BulletPuffs (which make a nice 'ping' sound now) and instead emit a neat spiraling trail, but it's turned out to be a little tougher than I thought. I took a look at [wiki]A_Tracer[/wiki] on the wiki and was a bit surprised at first at how complex the function is. It wasn't hard to figure out the idea, though, but I'm a bit wary at trying to emulate its behavior using the generic A_SeekerMissile. I want the new projectile to behave exactly like RevenantTracer in terms of movement (and thus, gameplay), and I naturally can't use A_Tracer because it automatically spawns that nasty puff.
After a bit of study of the special seeking function, I came up with this quick snippet of (untested) "code" that I think should do the trick, as far as chance and timing:
Code: Select all
ACTOR TracerTong : RevenantTracer replaces RevenantTracer
{
States
{
Spawn:
FATB A 0
FATB A 0 A_Jump(128,"NoSeek")
FATB A 0 A_SeekerMissile(??,??)
FATB AB 2 BRIGHT //Insert fancy A_SpawnItemEx's here
Goto Spawn+2
Noseek:
FATB AB 2 BRIGHT
Goto Noseek
}
}And the obvious flaw? I'm not sure what values for A_SeekerMissile are exactly equivalent to A_Tracer, and my source-code searches are always futile (can't grasp the math yet). Can someone tell me which values are right on the money? "Close enough" won't cut it here -- the monster and his pet tracer are supposed to behave exactly the same as the original aside from the fancy new trail effect. I won't let that slide this time.
Thanks in advance for the assistance. Funny how there always seem to be problems that are way over my head, no matter how long I work on this kind of stuff.
