CaptainManiac Posted June 16, 2017 Ok,i added several mapspots and set their action property to action 136(thing projectile gravity) and set the type of projectile to rocket,so they don't spawn rocket.Why?Can they be activated and do the specials attached to them? 0 Quote Share this post Link to post
1 Arctangent Posted June 16, 2017 Nope. Mapspots are just that; spots of the map used to mark locations for use by scripted sequences. They do nothing on their own. For what you want to do, you're going to have to give those mapspots a tid / tag, then call Thing_ProjectileGravity from a line, a thing that can call action specials, or an ACS script, setting the first argument to those mapspots' tid / tag. 1 Quote Share this post Link to post
0 CaptainManiac Posted June 16, 2017 3 minutes ago, Arctangent said: Nope. Mapspots are just that; spots of the map used to mark locations for use by scripted sequences. They do nothing on their own. For what you want to do, you're going to have to give those mapspots a tid / tag, then call Thing_ProjectileGravity from a line, a thing that can call action specials, or an ACS script, setting the first argument to those mapspots' tid / tag. ah,thanks,the hard work and turmoil with numbers call me again then. 0 Quote Share this post Link to post
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CaptainManiac
Ok,i added several mapspots and set their action property to action 136(thing projectile gravity) and set the type of projectile to rocket,so they don't spawn rocket.Why?Can they be activated and do the specials attached to them?
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