Here's the projectile & monster code:
Code: Select all
ACTOR SentinelSpawner : CacodemonBall
{
Radius 16
Height 32
Speed 25
Damage 10
ALPHA 0.90
+THRUGHOST
+FORCEXYBILLBOARD
+SEEKERMISSILE
-NOGRAVITY
Seesound "weapons/magic4"
deathsound "vile/firecrk"
Translation "112:127 = 176:191"
States
{
Spawn:
SEF2 ABCD 2 Bright
loop
Death:
FIRG A 0 A_SpawnItemEX("Guardian",0,0,0,0,0,0,0,SXF_SETMASTER)
FIRG ABABCBCBCDCDCDEDEDEFEFEFGHGHGH 2 Bright
stop
}
}
ACTOR Guardian 30102
{
Health 100
Radius 24
Height 58
Mass 150
Speed 9
PainChance 32
MONSTER
DropItem FireAmmo
Obituary "%o got fried by a Guardian."
+NOGRAVITY
+FLOAT
+DONTFALL
+NOBLOOD
+DONTHURTSPECIES
+NOICEDEATH
+DONTRIP
+LOOKALLAROUND
SeeSound "guardian/see"
PainSound "weapons/bounc1"
activesound "guardian/active"
DeathSound "guardian/death"
States
{
Spawn:
GARD ABCDEF 3 A_Look
Loop
See:
GARD ABCDEF 3 A_Chase
Loop
Missile:
GARD G 8 Bright A_FaceTarget
GARD H 4 Bright A_FaceTarget
GARD I 0 Bright A_PlaySound("weapons/magic1",0,2.0)
GARD I 0 BRIGHT A_CustomMissile("GuardShot",32,4,0,1)
GARD I 4 BRIGHT A_CustomMissile("GuardShot",32,-4,0,1)
GARD H 4 Bright A_FaceTarget
GARD I 0 Bright A_PlaySound("weapons/magic1",0,2.0)
GARD I 0 BRIGHT A_CustomMissile("GuardShot",32,4,0,1)
GARD I 4 BRIGHT A_CustomMissile("GuardShot",32,-4,0,1)
GARD H 4 Bright A_FaceTarget
GARD I 0 Bright A_PlaySound("weapons/magic1",0,2.0)
GARD I 0 BRIGHT A_CustomMissile("GuardShot",32,4,0,1)
GARD I 4 BRIGHT A_CustomMissile("GuardShot",32,-4,0,1)
GARD H 4 Bright A_FaceTarget
GARD G 8 Bright A_FaceTarget
Goto See
Pain:
GARD J 3
GARD J 3 A_Pain
Goto See
Death:
GARD K 0 Bright A_NoBlocking
GARD K 0 Bright A_SetFloorClip
GARD K 4 Bright A_Scream
GARD LMNOP 4 Bright
GARD Q 4 Bright A_Die
Stop
}
}