MissileAttack: Difference between revisions

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(New page: Type: Monster attack, Homing missile firing pointer, parameterized Parameter Information: *Args1 = DeHackEd number of thing type to fire (no default, must be valid) *Args2 = Select hom...)
 
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Type: Monster attack, Homing missile firing pointer, parameterized
Usage:
 
MissileAttack(args1, args2, args3, args4, args5)


Parameter Information:  
Parameter Information:  
*Args1 = DeHackEd number of thing type to fire (no default, must be valid)  
*Args1 = DeHackEd number of thing type to fire (no default, must be valid)  
*Args2 = Select homing property (default of 0 = 0)  
*Args2 = Select homing property (default of 0 = 0)  
**0 = will not home  
**0 or '''normal''' = will not home  
**1 = may home  
**1 or '''homing''' = may home  
*Args3 = Amount to add to standard z missile firing height (32 units, default of 0 = 0, can be negative)  
*Args3 = Amount to add to standard z missile firing height (32 units, default of 0 = 0, can be negative)  
*Args4 = Amount to add to actor angle in degrees (default of 0 = 0, can be negative)  
*Args4 = Amount to add to actor angle in degrees (default of 0 = 0, can be negative)  
*Args5 = DeHackEd number of state to enter for optional melee attack (default of 0 = 0, negative values = no melee attack)  
*Args5 = Frame state to enter for optional melee attack (default of 0 = 0, negative values = no melee attack)  
 
Purpose: Very powerful parameterized monster projectile attack pointer. Can be used to create standard attacks or angular spreads, with or without homing. Can fire missiles at a customized height, and can optionally chain to another state when the object is within melee range of its target, allowing situational attacks like those used by the Imp, Baron, and Cacodemon. The Args5 parameter should be set to -1 unless a valid frame name is provided, otherwise the object will disappear forever on melee.


Purpose: Very powerful parameterized monster projectile attack pointer. Can be used to create standard attacks or angular spreads, with or without homing. Can fire missiles at a customized height, and can optionally chain to another state when the object is within melee range of its target, allowing situational attacks like those used by the Imp, Baron, and Cacodemon. The Args5 parameter should be set to -1 unless a valid frame DeHackEd number is provided. New to Eternity Engine v3.31 public beta 4.
Missiles must have a homing maintenance pointer in their frames in order to home.


Notes: Missiles must have a homing maintenance pointer in their frames in order to home.
==See also==
*[[BulletAttack]]
*[[List of codepointers]]
*[[Scratch]]


Thunk: Yes.
[[Category:Codepointers]]

Revision as of 14:51, 31 January 2010

Usage:

MissileAttack(args1, args2, args3, args4, args5)

Parameter Information:

  • Args1 = DeHackEd number of thing type to fire (no default, must be valid)
  • Args2 = Select homing property (default of 0 = 0)
    • 0 or normal = will not home
    • 1 or homing = may home
  • Args3 = Amount to add to standard z missile firing height (32 units, default of 0 = 0, can be negative)
  • Args4 = Amount to add to actor angle in degrees (default of 0 = 0, can be negative)
  • Args5 = Frame state to enter for optional melee attack (default of 0 = 0, negative values = no melee attack)

Purpose: Very powerful parameterized monster projectile attack pointer. Can be used to create standard attacks or angular spreads, with or without homing. Can fire missiles at a customized height, and can optionally chain to another state when the object is within melee range of its target, allowing situational attacks like those used by the Imp, Baron, and Cacodemon. The Args5 parameter should be set to -1 unless a valid frame name is provided, otherwise the object will disappear forever on melee.

Missiles must have a homing maintenance pointer in their frames in order to home.

See also