Make actor aim vertical: Difference between revisions
New way to do this based on Hendricks' suggestion |
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div TEMP3 TEMP | div TEMP3 TEMP | ||
zshoot TEMP3 SHOTSPARK1 | |||
} | |||
</pre> | |||
Previous Example, for use with hitscan: | |||
<pre> | |||
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 | zshoot TEMP3 SHOTSPARK1 | ||
} | } | ||
Latest revision as of 20:01, 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
}