So I'm making a project for school and to shorten the coding workload instead of making tons of enemy sprites I just made one, but i would use calculations to create clones to disperse them around the the game world (its 2d so only requires x and y coordinates). MF7HITTARGET 0x00004000, // The actor the projectile dies on is set to target, provided its targetable anyway. 178:ThingProjectileAimed (tid, type, speed, target, newtid) tid: Thing ID of the map spot to spawn the projectile at. MF7HITMASTER 0x00008000, // Same as HITTARGET, except its master instead of target. When using this special on a linedef or a thing in UDMF, you can use the arg1str property to define a class name instead of the arg1 property to define a spawn number. ThingProjectile - ZDoom Wiki ThingProjectile 134:ThingProjectile (tid, type, angle, speed, vspeed) Spawns a projectile.
Note that this special requires the actor being spawned to have a SpawnID.īut no matter how many scripts I try, when the enemy hits the projectile it wont hide or delete.
To spawn an actor without one, use the SpawnProjectile function instead.