but for some reason when i copy it to my mod instead of bouncing it dies on impact and i can't figure out why when I changed nothing
any help would be greatly appreciated
Code: Select all
Actor SeekerLightning
{
Radius 5
Height 5
Speed 16
Damage (5*Random(2,10))
Renderstyle Add
Scale 0.25
Decal DoomImpScorch
DeathSound "Apotheosis/SeekerHit"
Reactiontime 100
BounceType Doom
BounceFactor 1.0
WallBounceFactor 1.0
Projectile
+SeekerMissile
+ScreenSeeker
Obituary "%o was totally shocked by %k!"
States
{
Spawn:
ZAP7 A 0 Bright
ZAP7 A 1 Bright A_PlaySoundEx("Apotheosis/MiniLoop", "SoundSlot7", 1)
ZAP7 AAA 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
ZAP7 A 1 Bright
ZAP7 AAA 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
ZAP7 B 1 Bright
ZAP7 BBB 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
ZAP7 B 1 Bright
ZAP7 BBB 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
ZAP7 C 1 Bright
ZAP7 CCC 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
ZAP7 C 1 Bright
ZAP7 CCC 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
ZAP7 D 1 Bright
ZAP7 DDD 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
ZAP7 D 1 Bright
ZAP7 DDD 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
Spawn2:
ZAP7 A 0 Bright A_Countdown
ZAP7 A 1 Bright A_PlaySoundEx("Apotheosis/MiniLoop", "SoundSlot7", 1)
ZAP7 AAA 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
ZAP7 A 1 Bright A_SeekerMissile(30, 30, SMF_LOOK | SMF_PRECISE)
ZAP7 AAA 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
ZAP7 B 1 Bright
ZAP7 BBB 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
ZAP7 B 1 Bright A_SeekerMissile(30, 30, SMF_LOOK | SMF_PRECISE)
ZAP7 BBB 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
ZAP7 C 1 Bright
ZAP7 CCC 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
ZAP7 C 1 Bright A_SeekerMissile(30, 30, SMF_LOOK | SMF_PRECISE)
ZAP7 CCC 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
ZAP7 D 1 Bright
ZAP7 DDD 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
ZAP7 D 1 Bright A_SeekerMissile(30, 30, SMF_LOOK | SMF_PRECISE)
ZAP7 DDD 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
ZAP7 E 1 Bright
ZAP7 EEE 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
ZAP7 E 1 Bright A_SeekerMissile(30, 30, SMF_LOOK | SMF_PRECISE)
ZAP7 EEE 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
Loop
Death:
ZAP7 A 0 Bright A_StopSoundEx("SoundSlot7")
ZAP7 ABCDE 2 Bright A_FadeOut(0.1)
Loop
}
}
Edit2: Apparently my mod needs BounceType Hexen when the weapon mod needs Doom, WTH