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This implies it's gotta be an idiosyncrasy with A_SeekerMissile adjusting for elevation.
This has got to be one of the funniest things I've used in a while, though. It's surprisingly functional, too. I get the feeling the name might get vetoed, though.
I did notice though that you can outrun the Lost Soul missiles if you run as they are fired.
Also, the projectile explosions don't produce any light.
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I had to look up what that word meant because I have never head it before lol. So if there's a way to negate that behavior of A_SeekerMissile it should fix the issue, in theory?
I am glad that you enjoy it! Even if I do make something a little bit on the silly side I try my best to still make it functional and useful to the player. Also, yeah, I kind of figured the name will get vetoed but I couldn't think of a better name. I want the name to reflect the weapon, incorporating not only the rocket launcher but the Revenant and Lost Soul aspect of it as well so that when you hear the name you have a pretty good idea of what its all about. Since it deals with bones... pffft, that's the best I got. A name guru I am not. Any suggestions are more than welcome.
I adjusted the speed of the rockets from 12 to 16. This is still slower than a regular rocket but it just fast enough to keep close to the same pace as when a player is running in a straight line. Let me know if this is any better.
Also off topic but, have you noticed that your icon changes when you Reply to a post? Like your icon is a frozen pig on the forums but when I go to reply to a topic your icon changes to that MW with the stripes and stars image.
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Well, I'm not sure if that behavior can be negated. I don't think it was really intended to be used with a bouncy projectile. It does work with floor-hugging projectiles, though, so maybe there's a trick that can get it to work with grenades. I wouldn't give up on the idea just yet.
I recollect Shadows of the Damned had a gun called the "Big Boner", but that's probably even worse. Since it's skull-related, how about Headknocker or Headbanger?
We can try that for now. I'm worried about making the projectile too fast, but I don't think this necessarily crosses the line yet. Slower projectiles could in fact be more lethal in this case as they would have more time to adjust their homing trajectory.
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Ready:
BOGU A 0 A_JumpIf(CountInv("SoulRocketAmmoA") == 0, "NoPrimary")
BOGU A 0 A_JumpIf(CountInv("RevSkullBombAmmoA") == 0, "NoSecondary")
BOGU A 1 A_WeaponReady
Loop
NoPrimary:
BOGU A 1 A_WeaponReady(WRF_NOPRIMARY)
Goto Ready
NoSecondary:
BOGU A 1 A_WeaponReady(WRF_NOSECONDARY)
Goto Ready
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actor BlahWeapon : Weapon
{
// Properties/flags...
+WEAPON.AMMO_CHECKBOTH
// Properties/flags...
States
{
// ...
}
}
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