Quick example:
Code: Select all
Actor NewDoomImpBall : DoomImpBall replaces DoomImpBall
{
States
{
Spawn:
BAL1 A 0
BAL1 A 0 A_JumpIfCloser(128,"Death")
BAL1 A 4 Bright
Loop
Death:
TNT1 A 0 A_Stop
BAL1 CDE 6 BRIGHT
Stop
}
}It makes no sense, for example, with a seeker missile, that in theory, it has a real target, and still, it checks for the caller.
In the wiki, I saw about firemode 4, and even though it says that is for projectiles fired by other, I wanted to give it a shot. Not even like that worked.
So, is there a way to do this? And also, could this be considered a bug?
