...really?
That function worked for someone else the other day... I'll test it in a bit and see what's going wrong.
EDIT:
Just tested AT_ANGULAR and it works ok for me...
Another request...
Started by
XMSB
, Aug 15 2010 12:09 PM
36 replies to this topic
#31
Posted 19 August 2010 - 08:00 AM
#32
Posted 19 August 2010 - 08:12 AM
I already tried setting it to that value. It didn't work properly for me. What keeps causing the weapon to only be shot upwards anyway? Is it a bug in 1296 or is there something I typed in incorrectly? And what build are you using yourself?
Another thing, I have all of its defenses set to ignore and the Doesn't Count As Beatable Enemy Flag checked.
Another thing, I have all of its defenses set to ignore and the Doesn't Count As Beatable Enemy Flag checked.
Edited by XMuppetSB, 19 August 2010 - 08:22 AM.
#33
Posted 19 August 2010 - 08:51 AM
The weapon's default Dir is up, so by default it moves upwards. I'm using some old mac build, about 1260 or something. I'll have another look in a minute.
The defences and that flag shouldn't make any difference.
EDIT:
Yeah, it's build 1286 so there shouldn't be any differences between that build and 1296 (unless I broke something when I was re-orangising some of ZScript's internal code...).
I tried all of the different aimtypes and they work ok in 1286.
Misc11 of 6 and Misc12 of 4 is quite fun!
The defences and that flag shouldn't make any difference.
EDIT:
Yeah, it's build 1286 so there shouldn't be any differences between that build and 1296 (unless I broke something when I was re-orangising some of ZScript's internal code...).
I tried all of the different aimtypes and they work ok in 1286.
Misc11 of 6 and Misc12 of 4 is quite fun!
#34
Posted 19 August 2010 - 09:44 AM
Okay, I set Misc 11 to 3 and the fireball is slanted directly at Link. Perfect!
Anyway, it turns out Misc 11 is the Aim Type and Misc 12 is the Shoot Delay, and it's such a coincidence.
Anyway, it turns out Misc 11 is the Aim Type and Misc 12 is the Shoot Delay, and it's such a coincidence.
Edited by XMuppetSB, 19 August 2010 - 09:45 AM.
#35
Posted 19 August 2010 - 09:55 AM
Glad to hear it.
That's not a coincidence, I wrote it like that... I said in the post with the script.
That's not a coincidence, I wrote it like that... I said in the post with the script.
#36
Posted 19 August 2010 - 11:12 AM
I wonder if we could use this script as a basis to make similar scripts for other enemy classes, such as the Leever Class...
#37
Posted 19 August 2010 - 11:13 AM
Oh yeah, it'd involve changing one line. Probably would be better to rename things so it doesn't look like we're turning a leever into a keese though as well.
Which enemies would you like it to work for?
Which enemies would you like it to work for?
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