Seeker Missiles

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Janitor
Persecution Complex
Posts: 123
Joined: Sun Jul 08, 2007 17:16
Location: Not in Kansas anymore

Seeker Missiles

Post by Janitor »

ok, i know how to make a seeker missile projectile, but it only seeks its target when you fire it directly at its target (thus defeating the purpose)

i made my weapon spawn an invisible monster with the friendly tag set that launches a missile, the only problem i have is that periodically the invisible monster does not shoot a projectile when there are no other monsters around. is there a better way to accomplish this? is there also a way to make a monster shoot within a certain point of view (only within a 60 degree area)?
i will upload a part of my mod when i have time
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InsanityBringer
Posts: 137
Joined: Fri Jun 15, 2007 22:59

Post by InsanityBringer »

I knew I wasn't the only one to have tried this! I think there isnt any way to do a custommissile with no monsters around, but I am not fully sure.
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Snake Doomer
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Joined: Mon Jan 21, 2008 4:28

Post by Snake Doomer »

Hold on. I think I have some code that may help you.

Here you go:

ACTOR SeekerLauncher : Weapon 6999
{
Weapon.SelectionOrder 2500
Inventory.PickupSound "misc/d3pickup"
weapon.AmmoType "Seekerammo"
Weapon.AmmoGive 4
Weapon.AmmoUse 1
AttackSound "weapons/d3shtgnf"
States
{
Spawn:
SEER A -1
LOOP
Ready:
SEEK A 1 A_WeaponReady
LOOP
Deselect:
SEEK A 1 A_Lower
LOOP
Select:
SEEK A 1 A_Raise
LOOP
Fire:
SEEK A 0 A_JumpIfNoAmmo(1)
SEEK A 6 A_FireCustomMissile("RocketSeeker",7,45,1,0,0)
SEEK B 4
SEEK C 4
SEEK B 4
Goto Ready
SEEK A 0
stop
}
}

ACTOR RocketSeeker
{
height 8
radius 6
damage 50
speed 10
renderstyle Add
alpha 1
seesound "misc/shot"
deathsound "misc/shotx"
PROJECTILE
+SEEKERMISSILE
+FOILINVUL
+SKYEXPLODE
+PIERCEARMOR
states
{
Spawn:
SEAK A 4 bright A_Tracer2
loop
Death:
SEAK BCDE 6 bright
stop
}
}

This is from a mod that had a seeker missile.
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Janitor
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Joined: Sun Jul 08, 2007 17:16
Location: Not in Kansas anymore

Post by Janitor »

here's a demo of what i've done, i'll try that code up above later too...
Attachments
seeker.zip
seeker.wad. a simple missile launcher to demonstrate what my weapon does
(1.02 KiB) Downloaded 111 times
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Janitor
Persecution Complex
Posts: 123
Joined: Sun Jul 08, 2007 17:16
Location: Not in Kansas anymore

Post by Janitor »

Bump!
I think it might help to explain how this works
it shoots a projectile which spawns a monster that shoots a seeker missile, the only problem is that it doesnt curve naturally, and when there's no monster in range, it doesnt shoot a proectile, so i made it spawn a dummy monster that goes away after a few seconds, so that it launches the missle, no matter what

what i need is a way to make the missile movement smoother
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.+:icytux:+.
Stronghold Team
Posts: 399
Joined: Mon Nov 05, 2007 21:50
Location: Finlando

Post by .+:icytux:+. »

you could make the projectile a monster... wich explodes on melee.

like...

no...

just look at hideus destructor and look at the bonerball :P

it uses somekinda See state and stuff...


get hd from zdoomforums... http://forum.zdoom.org
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