Creating a projectile
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In this tutorial, we will look at the projectile we made during creating a monster in greater detail.
Like the prior tutorial, we want to import the entries from SS_START to SS_END from the aracnorb from the Realm667 bestiary by James Paddock (Jimmy).
thingtype AracnorbBall
{
basictype Seeker // This uses a predefined set of flags for this object. basictype FlyingMonster is equivalent
// to setting cflags as NOBLOCKMAP | NOGRAVITY | DROPOFF | MISSILE | NOCROSS | SEEKERMISSILE.
radius 13.0
height 8.0
speed 8.0
damage 3
seesound plasma
deathsound firxpl
addflags TRANSLUCENT|SPACMISSILE // This adds the flags so that the projectile is translucent and can activate
// generalised linedefs marked with the MISSILE special activation flag
States
@"
Spawn:
ACNF AABB 1 Bright A_GenTracer // This causes the projectile to trace its target.
Loop
Death:
ACNF CDEFG 5 Bright
Stop
"@
}