Mewdoom Posted September 20, 2016 I found the solution, so here it is if that can help others :) because they dont have target, A_CustomMissile must be call with the flag: CMF_AIMDIRECTION As for the bug for the item spawned with A_SpawnItemEx that doesnt appear in the Spawn state, it was because the tic was not enough high. So instead of Actor Archvile_DamageSpawn { +NoBlockMap +Painless +BloodlessImpact +Missile +DropOff States { Death: TNT1 A 10 Bright A_CustomMissile("Archvile_HellFireBurnDamage", 0, 0, 0) TNT1 A 10 Bright A_CustomMissile("Archvile_HellFireBurnDamage", 0, 0, 0) TNT1 A 10 Bright A_CustomMissile("Archvile_HellFireBurnDamage", 0, 0, 0) } } You can use: Actor Archvile_DamageSpawn { States { Spawn: TNT1 A 1 TNT1 A 10 Bright A_CustomMissile("Archvile_HellFireBurnDamage", 0, 0, 0) TNT1 A 10 Bright A_CustomMissile("Archvile_HellFireBurnDamage", 0, 0, 0) TNT1 A 10 Bright A_CustomMissile("Archvile_HellFireBurnDamage", 0, 0, 0) Stop } } scifista42 said:Actually (and somewhat counter-intuitively), a missile's target is the actor who fired the missile (if it was fired by A_CustomMissile or another specifically projectile-firing function, but not if it was fired by a generic actor spawning function like A_SpawnItemEx). EDIT: Yeah, that explains why the fire doesn't spawn - the monster has no target yet, therefore A_CustomMissile wouldn't fire anything. The CMF_AIMDIRECTION flag for A_CustomMissile should allow firing missiles without having a target. In fact, you should make the custom fire spawners use the flag too in their calls of A_CustomMissile. That is exactly what I found, thanks for your help :) I still get confuse about theses pointers.. 0 Quote Share this post Link to post
Edward850 Posted September 21, 2016 scifista42 said:What if you try number "44.0" instead of "44" (as 44 might actually mean 44/65536 map units above the ground, not 44 map units above the ground)? Decorate is not ACS, and does not care what the value is in as it has a near complete understanding of what the intended value is. In fact, everything in decorate is technically a string, and is all translated into the intended type on pre-process. 44 and 44.0 are thus the exact same number. 0 Quote Share this post Link to post
Mewdoom Posted September 21, 2016 Edward850 said:Decorate is not ACS, and does not care what the value is in as it has a near complete understanding of what the intended value is. In fact, everything in decorate is technically a string, and is all translated into the intended type on pre-process. 44 and 44.0 are thus the exact same number. That's mean: DamageType "HellFire" is the same as: DamageType HellFire ? 0 Quote Share this post Link to post
Edward850 Posted September 21, 2016 Correct, however it's best to always obey the logical syntax, as that ensures best forward compatibility. Doing something like "DamageType" Hellfire, while it'll work now (well, it did last I tried) is just asking for something to break. 0 Quote Share this post Link to post
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