[not a bug]Possible Aimmode 2 bug
Posted: Mon Jan 30, 2006 0:16
I'm trying to replicate the behavior of Strife's Mauler, but with a sphere or hemisphere or projectiles instead of a ring. It functions as intended when hitting an actor or the floor, but hitting wall results in the wave projectiles failing to spawn. It may be due to some fault in my Decorate, but I don't think it is. In any case, the Decorate is here:
[spoiler][/spoiler]
[spoiler]
Code: Select all
ACTOR DSMaul : Weapon 2004
{
ConversationID 193
Inventory.Icon "TRPDA0"
Inventory.PickupMessage "You've found the 'Maul' Class Ion Cannon! (Slot 7)"
Weapon.SelectionOrder 300
Weapon.AmmoType1 "EnergyPod"
Weapon.AmmoGive1 40
Weapon.AmmoUse1 20
Weapon.UpSound "Maul/Up"
+BFG
+NOAUTOFIRE
States
{
Spawn:
TRPD A -1
Loop
Select:
MAUL A 1 A_Raise
Loop
Deselect:
MAUL A 1 A_Lower
Loop
Ready:
MAUL FGHA 6 A_WeaponReady
Loop
Fire:
MAUL A 0 A_PlayWeaponSound ("Maul/Spread")
BLSF A 5 Bright A_FireBullets (5,5,20,16,"DSMaulPuff",1)
MAUL B 3 Bright
MAUL CDE 2
MAUL AH 7
MAUL G 7 A_CheckReload
Goto Ready
AltFire:
MAUL I 7 A_PlayWeaponSound ("Maul/Charge")
MAUL JKL 7
MAUL I 10
MAUL J 10
MAUL A 0 A_PlayWeaponSound ("Maul/Fire")
BLSF A 10 Bright A_FireCustomMissile ("DSMaulTorpedo",0,1)
MAUL B 10 Bright
MAUL CDE 2
Goto Ready
}
}
ACTOR DSMaulPuff
{
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
RenderStyle Add
Scale 0.25
DamageType Disintegrate
States
{
Spawn:
BUF2 A 1 Bright A_PlaySound ("Maul/Puff")
BUF2 B 1 Bright A_SpawnDebris ("DSMaulSpark")
BUF2 CDEFGHIJKLMNOPQRSTUVWXWYZ 1 Bright
BUF3 ABC 1 Bright A_FadeOut
Stop
}
}
ACTOR DSMaulSpark : DSDaggerSpark
{
Health 10
States
{
TORP A 1
TORP ABCDABCDABCD 8 A_FadeOut
Stop
}
}
ACTOR DSMaulTorpedo
{
DeathSound "Maul/Impact"
Speed 20
Height 8
Radius 13
Damage 60
PROJECTILE
DamageType Disintegrate
States
{
Spawn:
TORP ABCD 4 A_SpawnDebris ("DSMaulSpark")
Loop
Death:
//This is really complex, so I'm gonna divide it up. First is the equator, which has waves every 10 mapunits.
THIT A 8 Bright A_SpawnDebris ("DSMaulSpark")
THIT B 8 Bright A_SpawnDebris ("DSMaulSpark")
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,10,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,20,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,30,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,40,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,50,2,0)
//2
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,60,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,70,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,80,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,90,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,100,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,110,2,0)
//3
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,130,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,140,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,150,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,160,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,170,2,0)
//4
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,190,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,200,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,210,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,220,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,230,2,0)
//5
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,250,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,260,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,270,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,280,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,290,2,0)
//6
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,300,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,310,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,320,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,330,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,340,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,350,2,0)
//Bands 1 and -1, every 20 mapunits
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,20,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,40,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,60,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,80,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,100,2,20)
//2
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,140,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,160,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,200,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,220,2,20)
//3
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,260,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,280,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,300,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,320,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,340,2,20)
//-1
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,20,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,40,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,60,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,80,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,100,2,-20)
//-2
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,140,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,160,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,200,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,220,2,-20)
//-3
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,260,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,280,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,300,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,320,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,340,2,-20)
//Bands 2 and -2. Every 40 mapunits
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,40,2,40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,80,2,40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,160,2,40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,200,2,40)
//2
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,280,2,40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,320,2,40)
//-1
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,-40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,40,2,-40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,80,2,-40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,-40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,160,2,-40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,200,2,-40)
//-2
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,-40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,280,2,-40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,320,2,-40)
//Bands 3 and -3. Every 60 mapunits
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,60,2,60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,300,2,60)
//-1
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,-60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,60,2,-60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,-60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,-60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,-60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,300,2,-60)
//Bands 4 and -4. Every 90 mapunits
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,80)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,90,2,80)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,80)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,270,2,80)
//-1
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,-80)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,90,2,-80)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,-80)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,270,2,-80)
//Whew!
THIT CDE 8 Bright A_SpawnDebris ("DSMaulSpark")
Stop
}
}
ACTOR DSMaulWave
{
PROJECTILE
+RIPPER
Speed 35
Damage 10
Height 13
Radius 13
ReactionTime 3
DamageType Disintegrate
States
{
Spawn:
TWAV A 9 Bright A_SpawnDebris ("DSMaulSpark")
TWAV B 9 Bright A_SpawnDebris ("DSMaulSpark")
TWAV C 9 Bright A_SpawnDebris ("DSMaulSpark")
Goto Death
Death:
MWAV C 4 Bright A_FadeOut
Stop
}
}