FRAME 1
NEXT = 2
ACTION A_FindTarget
VAR1 = [SOC number of the enemy]
VAR2 = 0
FRAME 2
DURATION = 1
NEXT = 2
ACTION A_RotateSpikeball
VAR1 = 0
VAR2 = 0
FRAME 1999
SPRITENUMBER = 2
SPRITESUBNUMBER = 0
DURATION = 3
NEXT = 53
ACTION A_FireShot
VAR1 = 103
VAR2 = 0
Thing 1
MAPTHINGNUM = 3004
SPAWNSTATE = 50
SPAWNHEALTH = 1
SEESTATE = 1999
SEESOUND = 0
REACTIONTIME = 32
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 200
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 603
DEATHSOUND = 22
XDEATHSTATE = 0
SPEED = 3
RADIUS = 1572864
HEIGHT = 2097152
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = 16777221
FuriousFox said:Make the spikeball target the enemy, then call A_RotateSpikeball every tic from there on out. Basically, make the spikeball's first frame target the enemy, then have the second frame's duration set to 1 and have the second frame's NEXT equal to itself.
Code:FRAME 1 NEXT = 2 ACTION A_FindTarget VAR1 = [SOC number of the enemy] VAR2 = 0 FRAME 2 DURATION = 1 NEXT = 2 ACTION A_RotateSpikeball VAR1 = 0 VAR2 = 0