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Advanced Effects - General Effects - A5 : Automatic Shooters

Automatic Shooters

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.




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