Deactivating "AUTOAIM" for a custom inventory item?
Posted: Thu Jun 18, 2015 2:40 am
by Tormentor667
To make things short, here is a granade that autoaims when being tossed. What do I need to change that the autoaiming gets deactivated for that actor?
Spoiler:
ACTOR GrenadePickup : CustomInventory
{
//$Category Ammo (Wolf3D)
//$Title Grenade
//$Color 6
Inventory.PickupMessage "Picked up a grenade."
Tag "Frag Grenade"
Inventory.MaxAmount 9
Inventory.Icon THRPB0
Inventory.UseSound "grenade/throw"
Inventory.PickupSound "grenade/pickup"
+INVENTORY.KEEPDEPLETED
Inventory.InterHubamount 9
States
{
Spawn:
THRP A -1
Stop
Use:
TNT1 A 0 A_FireCustomMissile("HandGrenade",0,0)
Stop
}
}
ACTOR HandGrenade
{
Radius 4
Height 3
Speed 40
Damage (1)
DamageType "Frag"
Projectile
-NOGRAVITY
-NOTELEPORT
+CANBOUNCEWATER
Obituary "%o failed to field %k's fragmenting fastball."
BounceType Doom
BounceFactor 0.2
WallBounceFactor 0.6
BounceSound "grenade/bounce"
states
{
Spawn:
THRW A 2 A_Countdown
THRW BCDEFGH 2
Loop
Death:
THRW B 35
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_SetScale(1.75,1.75)
TNT1 A 0 A_SetTranslucent(0.75,1)
TNT1 A 0 A_PlaySound("grenade/explode",0,1.0,0,0.1)
TNT1 A 1 A_SpawnItemEx("GeneralExplosion_Medium")
TNT1 A 1 Radius_Quake(10,10,0,16,0)
stop
}
}
Re: Deactivating "AUTOAIM" for a custom inventory item?
Posted: Thu Jun 18, 2015 2:56 am
by Ed the Bat
What you need to do is get someone to finally work on this feature suggestion I've been waiting ~3 years for (see this post in particular; these grenades were literally what I was talking about).
Re: Deactivating "AUTOAIM" for a custom inventory item?
Posted: Thu Jun 18, 2015 3:15 am
by Tormentor667
Yay, pushed it
Re: Deactivating "AUTOAIM" for a custom inventory item?