Creating a projectile: Difference between revisions

From Eternity Wiki
Jump to navigationJump to search
(Started off the article. Will edit soon after making a projectile using assets already present in the IWADs.)
(No difference)

Revision as of 09:31, 22 June 2016

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
   "@
}