Once activated, the Automatic Shooter will shoot the specified object every 5 seconds.
Automatic Shooters
Create the source sector which the shots will originate from. Place the following sprites within the source sector: S[0,36], A[0,Channel], Speed[0,Projectile]
. The angle of the S
determines the trajectory of the shots, and the height of the S
determines the height the shots will be fired from. Many different values can be used for Projectile
:
[1360] = Octabrain Blast (aimed slightly up).
[1625] = Trooper Laser (no SFX).
[1636] = Enforcer Spit (lobbed, no SFX).
[1641] = Freeze Ray (auto-aims at player).
[1650] = Mortar Shell (lobbed).
[2556] = Shrink Ray.
[2605] = RPG (auto-aims at player).
Place either a T[NumberOfActivations,Channel]
or a Switch tagged [ActivationSound,Channel]
(to trigger the Automatic Shooter). NumberOfActivations
is the number of times the Touchplate will toggle the Automatic Shooter (0 being infinite).
Note: To make the Automatic Shooter fire indefinitely, simply swap the A[0,Channel]
with a D[0,Channel
. Note that NumberOfActivations
would no longer have an effect.
Cannons
As seen in E4L4.MAP
: "Babe Land", the cannon fires cannonballs at preset intervals.
Place the cannon sprite (#1810) at the location which you want the cannonballs to fire from. Its angle indicates the direction it will initially shoot. The cannon will fire a cannonball approximately every 5 seconds. If provoked by a player, it will face the player who shot it and proceed to fire cannonballs.