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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

This type of Automatic Shooter will never stop shooting once it has been activated.

Create the source sector which the shots will originate from. Place the following sprites within the source sector: S[0,36], D[0,Channel], Speed[0,ObjectToShoot]. 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 ObjectToShoot:

[1360] = Octabrain Blasts (aimed slightly up)
[1625] = Trooper Lasers
[1636] = Enforcer Spit (lobbed, makes no sound)
[1641] = Freeze Ray (auto-aims at player)
[1650] = Mortar Shell (lobbed)
[2556] = Shrink Ray
[2605] = RPG (auto-aims at player)

Place either a T[0,Channel] or a switch tagged [ActivationSound,Channel] (to trigger the Automatic Shooter).

Note: To add an on/off toggling feature, simply swap the D[0,Channel] with an A[0,Channel].


Cannons

As seen in E4L4.MAP, the cannon fires cannonballs at set 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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