Make actor aim vertical: Difference between revisions

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In this example, the [[actor]] will find the closest LIZTROOP actor within 2048 units and calculate the vertical angle it needs to aim at. This code is an example of how to use the [[zshoot]] command to create friendly bots and other similar effects. The following does not contain the [[gamevar]] definitions, which must be placed outside of the actor code.
In this example, the [[actor]] will find the closest LIZTROOP actor within 2048 units and calculate the vertical angle it needs to aim at. This code is an example of how to use the [[zshoot]] command to create friendly bots and other similar effects. The following does not contain the [[gamevar]] definitions, which must be placed outside of the actor code.
<pre>
findnearactor LIZTROOP 2048 ACTOR2
ifvarn ACTOR2 -1
{
        ldist TEMP THISACTOR ACTOR2
        getprojectile[SHOTSPARK1].vel PROJECTILE_VEL
        ifn PROJECTILE_VEL 0
            div TEMP PROJECTILE_VEL // distance / projectile velocity = the amount of tics it would take for the projectile to reach the player's position (regardless of Z coordinate)
        getactor[THISACTOR].z TEMP2
        getactor[ACTOR2].z TEMP3
        sub TEMP3 TEMP2
        ifn TEMP 0
            div TEMP3 TEMP
        zshoot TEMP3 SHOTSPARK1
}
</pre>
Previous Example, for use with hitscan:


<pre>
<pre>

Latest revision as of 19:01, 29 December 2020

In this example, the actor will find the closest LIZTROOP actor within 2048 units and calculate the vertical angle it needs to aim at. This code is an example of how to use the zshoot command to create friendly bots and other similar effects. The following does not contain the gamevar definitions, which must be placed outside of the actor code.

findnearactor LIZTROOP 2048 ACTOR2
ifvarn ACTOR2 -1
{
        ldist TEMP THISACTOR ACTOR2
        getprojectile[SHOTSPARK1].vel PROJECTILE_VEL

        ifn PROJECTILE_VEL 0
            div TEMP PROJECTILE_VEL // distance / projectile velocity = the amount of tics it would take for the projectile to reach the player's position (regardless of Z coordinate)

        getactor[THISACTOR].z TEMP2
        getactor[ACTOR2].z TEMP3
        sub TEMP3 TEMP2 

        ifn TEMP 0
            div TEMP3 TEMP

        zshoot TEMP3 SHOTSPARK1 
}

Previous Example, for use with hitscan:

findnearactor LIZTROOP 2048 ACTOR2
ifvarn ACTOR2 -1
{
        ldist TEMP THISACTOR ACTOR2
        getactor[THISACTOR].z TEMP2
        subvar TEMP2 8192 // Offset the Z. Assumes the center of the actor is the same as the player
        getactor[ACTOR2].z TEMP3
        subvar TEMP3 8192 // Offset the Z. assumes the center of the actor is the same as the player
        subvarvar TEMP3 TEMP2
        shiftvarl TEMP3 8
        divvarvar TEMP3 TEMP
        zshoot TEMP3 SHOTSPARK1 
}