At first, they fired at fixed angles. Tarbabies fired at -8 and 8 degrees respectively, and Tardaddy fired at 0 angle (directly ahead). However, I'm trying to mix it up a bit to make it more shotgunny. I'm having problems with that here. Using A_Jump and goto calls, the code should theoretically make it so that it decides to fire at slightly different angles every time. However, instead, it's basically firing at the same angles every time, and occassionally firing at the LAST set of angles here and there. None of the other angle sets are being used AT ALL.
Here's the code:
Code: Select all
actor TarLobber : weapon 30003
{
obituary "%o was tarred and feathered by %k."
weapon.selectionorder 1300
states
{
Ready:
PISG A 1 A_WeaponReady
loop
Deselect:
PISG A 1 A_Lower
loop
Select:
PISG A 1 A_Raise
loop
Fire:
PISG A 0 A_Jump (50,9)
PISG A 0 A_FireCustomMissile("TarDaddy",0,0,0,0) // Daddy #1
PISG A 0 A_FireCustomMissile("TarBaby",8,0,2,0) // Right #1
PISG A 0 A_FireCustomMissile("TarBaby",-8,0,-2,0) // Left #1
PISG A 4
PISG B 6
PISG C 4
PISG B 20
PISG B 1 A_ReFire
goto Ready
PISG A 0 A_Jump (50,9)
PISG A 0 A_FireCustomMissile("TarDaddy",2,0,0,0) // Daddy #2
PISG A 0 A_FireCustomMissile("TarBaby",5,0,2,0) // Right #2
PISG A 0 A_FireCustomMissile("TarBaby",-4,0,-2,0) // Left #2
PISG A 4
PISG B 6
PISG C 4
PISG B 20
PISG B 1 A_ReFire
goto Ready
PISG A 0 A_Jump (50,9)
PISG A 0 A_FireCustomMissile("TarDaddy",-2,0,0,0) // Daddy #3
PISG A 0 A_FireCustomMissile("TarBaby",9,0,2,0) // Right #3
PISG A 0 A_FireCustomMissile("TarBaby",-10,0,-2,0) // Left #3
PISG A 4
PISG B 6
PISG C 4
PISG B 20
PISG B 1 A_ReFire
goto Ready
PISG A 0 A_Jump (50,9)
PISG A 0 A_FireCustomMissile("TarDaddy",1,0,0,0) // Daddy #4
PISG A 0 A_FireCustomMissile("TarBaby",3,0,2,0) // Right #4
PISG A 0 A_FireCustomMissile("TarBaby",-4,0,-2,0) // Left #4
PISG A 4
PISG B 6
PISG C 4
PISG B 20
PISG B 1 A_ReFire
goto Ready
//PISG A 0 A_Jump (50,9)
PISG A 0 A_FireCustomMissile("TarDaddy",0,0,0,0) // Daddy #5
PISG A 0 A_FireCustomMissile("TarBaby",3,0,2,0) // Right #5
PISG A 0 A_FireCustomMissile("TarBaby",-5,0,-2,0) // Left #5
PISG A 4
PISG B 6
PISG C 4
PISG B 20
PISG B 1 A_ReFire
goto Ready
Spawn:
LAUN A -1
stop
}
}