Sparkz
Advanced FOFing Concepts
I'll continue research with your advice in mind.
I've mad a few adjustments since your post but it's still exhibiting the same problem. The target spawns but then quickly disappears. The turret never gets a chance to fire and the target shows no sign of taking an orbit and it has no Z height, whereas it should be 32 fracunits above the ground.
Here it is, I really appreciate it!
# Turret
Thing 321
MAPTHINGNUM = 125
SPAWNSTATE = 1795
SPAWNHEALTH = 1000
SEESTATE = 1803
SEESOUND = 0
REACTIONTIME = 100
ATTACKSOUND = 119
PAINSTATE = 0
PAINCHANCE = 2000
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
SPEED = 0
RADIUS = 1310720
HEIGHT = 3932160
MASS = 0
DAMAGE = 200
ACTIVESOUND = 0
RAISESTATE = 111
FLAGS = 2147483650
#Spawning
FRAME 1795
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 1
NEXT = 1796
ACTION None
# Turret's Invisible Orbiting Target
Thing 322
MAPTHINGNUM = 126
SPAWNSTATE = 1808
SPAWNHEALTH = 5000
RADIUS = 1310720
HEIGHT = 3276800
MASS = 100
FLAGS = 2147483648
FRAME 1808
SPRITENUMBER = 247
SPRITESUBNUMBER = 0
DURATION = 100
NEXT = 1809
ACTION None
FRAME 1809
SPRITENUMBER = 247
SPRITESUBNUMBER = 0
DURATION = 100
NEXT = 1809
ACTION A_CapeChase
VAR1 = 131072
VAR2 = 65664
###################################
# Targeting Invisible Target #1
FRAME 1796
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 10
NEXT = 1797
ACTION A_FindTracer
Var1 = 322
var2 = 0
# Turret Firing Once
FRAME 1797
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 20
NEXT = 1798
ACTION A_ShootBullet
# Rotating
FRAME 1798
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 20
NEXT = 1799
ACTION A_ChangeAngleRelative
VAR1 = 90
VAR2 = 90
###################################
# Targeting Invisible Target #2
FRAME 1799
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 10
NEXT = 1800
ACTION A_FindTracer
Var1 = 322
var2 = 0
# Turret Firing Twice
FRAME 1800
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 20
NEXT = 1801
ACTION A_ShootBullet
# Rotating
FRAME 1801
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 20
NEXT = 1802
ACTION A_ChangeAngleRelative
VAR1 = 90
VAR2 = 90
###################################
# Targeting Invisible Target #3
FRAME 1802
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 10
NEXT = 1803
ACTION A_FindTracer
Var1 = 322
var2 = 0
# Turret Firing Thrice
FRAME 1803
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 20
NEXT = 1804
ACTION A_ShootBullet
# Rotating
FRAME 1804
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 20
NEXT = 1805
ACTION A_ChangeAngleRelative
VAR1 = 90
VAR2 = 90
###################################
# Targeting Invisible Target #4
FRAME 1805
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 10
NEXT = 1806
ACTION A_FindTracer
Var1 = 322
var2 = 0
# Turret Firing Frice
FRAME 1806
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 20
NEXT = 1807
ACTION A_ShootBullet
# Rotating
FRAME 1807
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 20
NEXT = 1796
ACTION A_ChangeAngleRelative
VAR1 = 90
VAR2 = 90
I assume your SOC is already outdated, so you'll have to give me the complete new SOC if you want me to identify your current problem.
I've mad a few adjustments since your post but it's still exhibiting the same problem. The target spawns but then quickly disappears. The turret never gets a chance to fire and the target shows no sign of taking an orbit and it has no Z height, whereas it should be 32 fracunits above the ground.
Here it is, I really appreciate it!
# Turret
Thing 321
MAPTHINGNUM = 125
SPAWNSTATE = 1795
SPAWNHEALTH = 1000
SEESTATE = 1803
SEESOUND = 0
REACTIONTIME = 100
ATTACKSOUND = 119
PAINSTATE = 0
PAINCHANCE = 2000
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
SPEED = 0
RADIUS = 1310720
HEIGHT = 3932160
MASS = 0
DAMAGE = 200
ACTIVESOUND = 0
RAISESTATE = 111
FLAGS = 2147483650
#Spawning
FRAME 1795
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 1
NEXT = 1796
ACTION None
# Turret's Invisible Orbiting Target
Thing 322
MAPTHINGNUM = 126
SPAWNSTATE = 1808
SPAWNHEALTH = 5000
RADIUS = 1310720
HEIGHT = 3276800
MASS = 100
FLAGS = 2147483648
FRAME 1808
SPRITENUMBER = 247
SPRITESUBNUMBER = 0
DURATION = 100
NEXT = 1809
ACTION None
FRAME 1809
SPRITENUMBER = 247
SPRITESUBNUMBER = 0
DURATION = 100
NEXT = 1809
ACTION A_CapeChase
VAR1 = 131072
VAR2 = 65664
###################################
# Targeting Invisible Target #1
FRAME 1796
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 10
NEXT = 1797
ACTION A_FindTracer
Var1 = 322
var2 = 0
# Turret Firing Once
FRAME 1797
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 20
NEXT = 1798
ACTION A_ShootBullet
# Rotating
FRAME 1798
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 20
NEXT = 1799
ACTION A_ChangeAngleRelative
VAR1 = 90
VAR2 = 90
###################################
# Targeting Invisible Target #2
FRAME 1799
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 10
NEXT = 1800
ACTION A_FindTracer
Var1 = 322
var2 = 0
# Turret Firing Twice
FRAME 1800
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 20
NEXT = 1801
ACTION A_ShootBullet
# Rotating
FRAME 1801
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 20
NEXT = 1802
ACTION A_ChangeAngleRelative
VAR1 = 90
VAR2 = 90
###################################
# Targeting Invisible Target #3
FRAME 1802
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 10
NEXT = 1803
ACTION A_FindTracer
Var1 = 322
var2 = 0
# Turret Firing Thrice
FRAME 1803
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 20
NEXT = 1804
ACTION A_ShootBullet
# Rotating
FRAME 1804
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 20
NEXT = 1805
ACTION A_ChangeAngleRelative
VAR1 = 90
VAR2 = 90
###################################
# Targeting Invisible Target #4
FRAME 1805
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 10
NEXT = 1806
ACTION A_FindTracer
Var1 = 322
var2 = 0
# Turret Firing Frice
FRAME 1806
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 20
NEXT = 1807
ACTION A_ShootBullet
# Rotating
FRAME 1807
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 20
NEXT = 1796
ACTION A_ChangeAngleRelative
VAR1 = 90
VAR2 = 90