CrazyDoomguy Posted June 2, 2023 (edited) Seems, A_SpidRefire dont work properly I want the rocket to constantly fire after the death of a monster, but I have no idea how to do this because the function does not work. I have to take goto missile2 loop, but it returns to the loop see but not to death. Any idea? Spoiler auto thing Phantom "Phantom" { //$Category Monsters/Strong //$EditorSprite SP07A1 EdNum 1010 Health 1500 Speed 8 Radius 24 Height 56 Damage 0 ReactionTime 8 PainChance 50 Mass 1000 clear flags +SOLID +SHOOTABLE +COUNTKILL +NOGRAVITY +FLOAT SeeSound "brssit" AttackSound "" PainSound "dmpain" DeathSound "brsdth" ActiveSound "dmact" states { Spawn: SP07 AB 10 A_Look Loop See: SP07 AABBCCDD 3 A_Chase Loop Missile: SP07 EF 8 A_FaceTarget SP07 G 0 A_MonsterProjectile(PhantomFireball, 0, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, 5, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, -5, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, 10, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, -10, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, 15, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, -15, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, 20, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, -20, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, 25, 0, 0, 0) SP07 G 6 A_MonsterProjectile(PhantomFireball, -25, 0, 0, 0) Goto See Pain: SP07 H 2 SP07 H 2 A_Pain Goto See Death: SP07 I 8 SP07 J 8 A_Scream SP07 K 8 SP07 L 1 A_CyberAttack SP07 L 1 A_SpidRefire SP07 L 8 A_Fall SP07 MN 8 SP07 O -1 Stop Raise: SP07 O 8 SP07 NMLKJI 8 Goto See } } Edited June 3, 2023 by CrazyDoomguy Solved 0 Quote Share this post Link to post
msx2plus Posted June 2, 2023 (edited) that's how A_SpidRefire works - it returns to see after completion. [edit: just realized A_RefireTo was player-only and not for monsters lol, nvm] Edited June 2, 2023 by msx2plus 0 Quote Share this post Link to post
CrazyDoomguy Posted June 2, 2023 1 minute ago, msx2plus said: that's how A_SpidRefire works - it returns to see after completion. [edit: just realized A_RefireTo was player-only and not for monsters lol, nvm] If you play complevel 9, A_SpidRefire works well and does what I wanted. this stop until he dont see you 0 Quote Share this post Link to post
CrazyDoomguy Posted June 2, 2023 Nice idea but there no A_JumpIfTargetNotSight... Missile2: SP07 L 1 A_CyberAttack SP07 L 0 A_JumpIfTargetNotSight(Death2) Goto Missile2 Pain: SP07 H 2 SP07 H 2 A_Pain Goto See Death: SP07 I 8 SP07 J 8 A_Scream SP07 K 8 SP07 L 1 A_JumpIfTargetInSight(Missile2) SP07 L 8 A_Fall SP07 MN 8 Death2: SP07 O -1 Stop Raise: SP07 O 8 SP07 NMLKJI 8 Goto See 0 Quote Share this post Link to post
CrazyDoomguy Posted June 2, 2023 solved. I genius! :) Missile2: SP07 L 1 A_CyberAttack SP07 L 0 A_JumpIfTargetInSight(Missile2) Goto Death2 Pain: SP07 H 2 SP07 H 2 A_Pain Goto See Death: SP07 I 8 SP07 J 8 A_Scream SP07 K 8 SP07 L 1 A_JumpIfTargetInSight(Missile2) SP07 L 8 A_Fall SP07 MN 8 Death2: SP07 O -1 Stop Raise: SP07 O 8 SP07 NMLKJI 8 Goto See } } 1 Quote Share this post Link to post
Red Recluse Posted June 3, 2023 This spide works under complevel 9 or 21 0 Quote Share this post Link to post
CrazyDoomguy Posted June 3, 2023 7 hours ago, Red Recluse said: This spide works under complevel 9 or 21 Yes, both works, but there small difference. I found better code because the missile shoots at the enemy forever, which is not my desire. Spoiler states { Spawn: SP07 AB 10 A_Look Loop See: SP07 AABBCCDD 0 A_JumpIfHealthBelow(death2, 0) SP07 AABBCCDD 3 A_Chase Loop Missile: SP07 EF 8 A_FaceTarget SP07 G 0 A_MonsterProjectile(PhantomFireball, 0, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, 5, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, -5, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, 10, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, -10, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, 15, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, -15, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, 20, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, -20, 0, 0, 0) SP07 G 0 A_MonsterProjectile(PhantomFireball, 25, 0, 0, 0) SP07 G 6 A_MonsterProjectile(PhantomFireball, -25, 0, 0, 0) Goto See Missile2: SP07 L 1 A_CyberAttack SP07 L 1 A_SpidRefire Goto Missile2 Pain: SP07 H 2 SP07 H 2 A_Pain Goto See Death: SP07 I 8 SP07 J 8 A_Scream SP07 K 8 SP07 L 8 A_Fall SP07 L 1 A_JumpIfTargetInSight(Missile2) Death2: SP07 MN 4 SP07 O -1 Stop Raise: SP07 O 8 SP07 NMLKJI 8 Goto See } } 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.