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MLOOK_FACE, FACE & TURN

Posted: Tue Jul 28, 2015 1:45 am
by Raoh
They don't seem to work:

Code: Select all

BOSA:D:1:NORMAL:RANGE_ATTACK,
BOSA:C:0:NORMAL:MLOOK_FACE(90),
BOSA:C:0:NORMAL:FACE(90),
BOSA:C:1:NORMAL:TURN(90),
BOSA:D:1:NORMAL:RANGE_ATTACK,
BOSA:C:0:NORMAL:MLOOK_FACE(180),
BOSA:C:0:NORMAL:FACE(180),
BOSA:C:1:NORMAL:TURN(180),
BOSA:D:1:NORMAL:RANGE_ATTACK,
BOSA:C:0:NORMAL:MLOOK_FACE(270),
BOSA:C:0:NORMAL:FACE(270),
BOSA:C:1:NORMAL:TURN(270),
BOSA:D:1:NORMAL:RANGE_ATTACK,
That always results in the monster shooting in a straight line.
Please, fix it. I really need it!

Thanks.

Re: MLOOK_FACE, FACE & TURN

Posted: Tue Jul 28, 2015 3:05 am
by Corbachu
For it's range_attack, set the SLOPE_OFFSET integer, otherwise the attack is only going to go into a straight line and not modified accordingly (also use ANGLED_SPAWN special to have the initial angle, slope and moving speed of the spawner object).

Re: MLOOK_FACE, FACE & TURN

Posted: Tue Jul 28, 2015 6:56 am
by Raoh
Coraline wrote:For it's range_attack, set the SLOPE_OFFSET integer, otherwise the attack is only going to go into a straight line and not modified accordingly (also use ANGLED_SPAWN special to have the initial angle, slope and moving speed of the spawner object).
I need to make an enemy to shoot X number of projectiles in a 360º around him/her, BUT without defining many projectiles with a different ANGLE_OFFSET.

So, setting the ANGLED_SPAWN special on the projectile, and then using FACE(x) action on the actor, just before RANGE_ATTACK, will make the projectile to be shot x degrees rather that straight. Isn't it?

Thanks.

Re: MLOOK_FACE, FACE & TURN

Posted: Tue Jul 28, 2015 7:16 am
by Raoh
Raoh wrote:
Coraline wrote:For it's range_attack, set the SLOPE_OFFSET integer, otherwise the attack is only going to go into a straight line and not modified accordingly (also use ANGLED_SPAWN special to have the initial angle, slope and moving speed of the spawner object).
I need to make an enemy to shoot X number of projectiles in a 360º around him/her, BUT without defining many projectiles with a different ANGLE_OFFSET.

So, setting the ANGLED_SPAWN special on the projectile, and then using FACE(x) action on the actor, just before RANGE_ATTACK, will make the projectile to be shot x degrees rather that straight. Isn't it?

Thanks.
Let me quote myself.
It doesn't work.

Bullshit x2 --->> Bullshit -->> And I think I found a bug.

The enemy is as follows:

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[ZOMBIEMAN:3004]
SPAWNHEALTH=20000;
REACTION_TIME=0.01;
RADIUS=28;
HEIGHT=72;
SPEED=12;
MASS=10000;
PAINCHANCE=1%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS;
MINATTACK_CHANCE=99%;
CASTORDER=2;
CAST_TITLE=ZombiemanName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=POSACT;
DEATH_SOUND="PODTH?";
PAIN_SOUND=POPAIN;
SIGHTING_SOUND="POSIT?";
OVERKILL_SOUND="SLOP";
DROPITEM=CLIP;
RANGE_ATTACK=DRIAD_BASIC;
Its attack state is the next one:

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BOSA:D:1:NORMAL:RANGE_ATTACK,
BOSA:C:1:NORMAL:FACE(90),
BOSA:C:1:NORMAL:RANGE_ATTACK,
BOSA:C:1:NORMAL:FACE(180),
BOSA:D:1:NORMAL:RANGE_ATTACK,
BOSA:C:1:NORMAL:FACE(270),
BOSA:C:1:NORMAL:RANGE_ATTACK,
#CHASE;
Next, the range attack is like this:

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ATTACKTYPE=PROJECTILE;
RADIUS=6;
HEIGHT=8;
SPEED=35;
DAMAGE.VAL=5;
DAMAGE.MAX=10;
DAMAGE.OBITUARY="OB_Missile";
ATTACKRANGE=8192;
ATTACK_SPECIAL=KILL_FAILED_SPAWN;
PROJECTILE_SPECIAL=NOBLOCKMAP,ANGLED_SPAWN,DROPOFF,NOGRAVITY,MISSILE,NOSHADOW;
ATTACK_HEIGHT=48;
LAUNCH_SOUND=RLAUNC;
DLIGHT.TYPE=ADD;
DLIGHT.RADIUS=75;
DLIGHT.COLOUR=#009900;
DLIGHT.LEAKY=TRUE;
But, the ANGLED_SPAWN special doesn't seem to exists. Console says so.

I'm using version 2.0.1, on windows. <<-- Bullshit.

Forget it. I set the ANGLED_SPAWN in the PROJECTILE_SPECIAL, rather than the ATTACK_SPECIAL.

Anyway, it doesnt work.
I tried with FACE(), MLOOK_FACE and MLOOK_TURN.
None of them work. Shooting in straight line.[/size] <<-- Bullshit x2

It is necessary to set the attack special NOTARGET.
Otherwise, the enemy will always FACETARGET the player.
And yes, it works.
Thanks for help. xD