XThX2, on Aug 7 2009, 04:29 AM, said:
eshoot GRAYROCKET getactor[THISACTOR].x x getactor[THISACTOR].y y getplayer[THISACTOR].ang TEMP setvarvar x2 x addvar x2 384 setvarvar y2 y subvar y2 128 rotatepoint x y x2 y2 TEMP x3 y3 setactor[RETURN].x x3 setactor[RETURN].y y3 eshoot GRAYROCKET addvar y2 256 rotatepoint x y x2 y2 TEMP x3 y3 setactor[RETURN].x x3 setactor[RETURN].y y3
Here's some code I use for making what you asked. (I asked what you are asking now in the past, DeeperThought helped me with that and I used it for this problem) In here however, there are two rockets spawned with fixed distance between them, spawned at a certain kickbackpic of weapon. The only issue with this is that the rockets can go through walls, which I seem to be unable to find a solution.
O_o; Woah... to be honest, I'll admit I had previously used what I thought was a near-identical method to the above which did not appear to work, and thus I had been extremely skeptical that you had understood my exact problem when I saw the code, but apparently you did something different in your version that actually works. I guess that "x2" var is the key to the actual problem I was trying to fix [I was apparently setting x2/y2 to the same difference and that had an effect I wasn't expecting]. I wouldn't have expected changing just one of the vars would be enough to do the effect before I tried your code. I thank you man.
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BTW, for the projectile I used, I basically put it under EVENT_GAME and have it increment a timer and kill the projectile automatically after 2.5-5 seconds to clear up space in that situation about the projectiles going through walls. Now I too am hoping someone has a solution to that part of the code. o.o