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
Seeker Missiles
Moderator: Graf Zahl
- Janitor
- Persecution Complex
- Posts: 123
- Joined: Sun Jul 08, 2007 17:16
- Location: Not in Kansas anymore
- InsanityBringer
- Posts: 137
- Joined: Fri Jun 15, 2007 22:59
- Snake Doomer
- Posts: 4
- Joined: Mon Jan 21, 2008 4:28
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.
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.
- Janitor
- Persecution Complex
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- Joined: Sun Jul 08, 2007 17:16
- Location: Not in Kansas anymore
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 110 times
- Janitor
- Persecution Complex
- Posts: 123
- Joined: Sun Jul 08, 2007 17:16
- Location: Not in Kansas anymore
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
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
- .+:icytux:+.
- Stronghold Team
- Posts: 399
- Joined: Mon Nov 05, 2007 21:50
- Location: Finlando
you could make the projectile a monster... wich explodes on melee.
like...
no...
just look at hideus destructor and look at the bonerball
it uses somekinda See state and stuff...
get hd from zdoomforums... http://forum.zdoom.org
like...
no...
just look at hideus destructor and look at the bonerball

it uses somekinda See state and stuff...
get hd from zdoomforums... http://forum.zdoom.org