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TheCount
void A_FlareMissileExplode()
{
Actor mo;
int i;
for (i = 0; i < 12; i++)
{
mo = SpawnMissileAngle(FireBall1, itof(i) * 30.0, -0.9 * 35.0);
if (mo)
{
mo.Instigator = Instigator;
}
}
}
And I don't understand half of it. I only replaced the shards with fireballs, and twisted the (I think) angle numbers a little. Now, how do I spawn projectiles with gravity? I want the explosion to create an effect like this one I programmed in ACS, but with less fireballs and speed:
int flares;
script 1 ( void )
{
flares=0;
while (flares !=70)
{
Thing_ProjectileGravity(71, T_FIREBALL1, random(0,255), random(1,120), random(10,60));
flares = flares+1;
}
}
Is it possible to do something similar with Vavoom C? If it is, how to?
Thank you very much.Crimson Wizard
void A_FlareMissileExplode()
{
Actor mo;
int i;
for (i = 0; i < 12; i++)
{
mo = SpawnMissileAngle(FireBall1, itof(i) * 30.0, -0.9 * 35.0);
if (mo)
{
mo.bNoGravity = false;
mo.Instigator = Instigator;
}
}
}Crimson Wizard
Janis Legzdinsh
Crimson Wizard
Janis Legzdinsh
Crimson Wizard
Janis Legzdinsh
Crimson Wizard
Janis Legzdinsh
Crimson Wizard
Firebrand
Janis Legzdinsh
Crimson Wizard
classid: Represents a class. The actual value is a reference to an object describing class, but currently you can't use it as a Class object.So, you say now it can be used as Class object (object of class Class?) Honestly, I do not understand this quite enouph. Until now I knew that classid variables may be used to define spawned object type and in conditions like "if (var.Class == Pawn)"... But how it may be used as Class object?
Janis Legzdinsh
Crimson Wizard
Janis Legzdinsh