Navigate InfoSuite Introduction README The Basics Advanced FX References Game Secrets Hosted At | Advanced FX - General Effects - A6 : Automatic Shooters Automatic Shooters Once activated, the Automatic Shooter will shoot the specified object approximately 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 direction 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` (identified by texture number): [940] (`BOUNCEMINE`) = Bounce Mine (inverse lobbed/floats upwards, tracks player distance). [1360] (`COOLEXPLOSION1`) = Octabrain Blast (tracks player distance/height). [1625] (`FIRELASER`) = Assault Trooper Laser (tracks player distance/height). [1636] (`SPIT`) = Enforcer Spit (lobbed, tracks player distance/height). [1641] (`FREEZEBLAST`) = Freeze Ray (auto-aims at player regardless of SE angle, tracks player distance/height). [1650] (`MORTER`) = Mortar Shell (lobbed, tracks player distance). [2296] (`BLOODSPLAT1`) = Blood Splat 1 (must be near wall, automatically spawns as wall-aligned, harmless to player, inaudible). [2297] (`BLOODSPLAT3`) = Blood Splat 3 (must be near wall, automatically spawns as wall-aligned, harmless to player, inaudible). [2298] (`BLOODSPLAT2`) = Blood Splat 2 (must be near wall, automatically spawns as wall-aligned, harmless to player, inaudible). [2299] (`BLOODSPLAT4`) = Blood Splat 4 (must be near wall, automatically spawns as wall-aligned, harmless to player, inaudible). [2448] (`GROWSPARK`) = Expander Ray (tracks player distance/height). [2521] (`KNEE`) = Duke's Mighty Foot (close-range only, inaudible/invisible). [2536] (`CHAINGUN`) = Chaingun Hitscan Projectile (tracks player distance/height, invisible). [2556] (`SHRINKER`) = Shrink Ray (does not track player at all). [2563] (`HANDHOLDINGLASER`) = Laser Tripbomb (close-range only, SE must be placed near wall). [2595] (`SHOTSPARK1`) = Generic Hitscan Projectile (tracks player distance/height, invisible). [2605] (`RPG`) = RPG (auto-aims at player regardless of SE angle, tracks player distance/height). [2613] (`SHOTGUN`) = Shotgun Hitscan Projectile (tracks player distance/height, invisible). 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). Notes: 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. Aside from the Octabrain Blast and Laser Tripbomb, none of the projectiles play their initial firing sound effects. The Freeze Ray projectile will still bounce off of walls as usual. The Shrink Ray and Assault Trooper Laser projectiles will still bounce off of mirrors as usual. 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. Return to top