Sparkz
Advanced FOFing Concepts
I thought it would be simple enough to make this work. A stationary turret that fires, turns 90 degrees, fires again and eventually reaches back to its stating point to do it all again. This turret shouldn't look for or target anything, just shoot in four directions.
Here's what the SOC looks like.
If you have the patience, please take a look. What am I doing wrong?
# 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
DEATHSTATE = 1641
DEATHSOUND = 119
XDEATHSTATE = 0
SPEED = 0
RADIUS = 1572864
HEIGHT = 1572864
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = 16777221
# Turret Firing Once
FRAME 1795
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 50
NEXT = 1796
ACTION A_ShootBullet
# Rotating
FRAME 1796
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 50
NEXT = 1797
ACTION A_ChangeAngleAbsolute
VAR1 = 90
VAR2 = 90
# Turret Firing Twice
FRAME 1797
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 50
NEXT = 1798
ACTION A_ShootBullet
# Rotating
FRAME 1798
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 50
NEXT = 1799
ACTION A_ChangeAngleAbsolute
VAR1 = 90
VAR2 = 90
# Turret Firing Thrice
FRAME 1799
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 50
NEXT = 1800
ACTION A_ShootBullet
# Rotating
FRAME 1800
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 50
NEXT = 1801
ACTION A_ChangeAngleAbsolute
VAR1 = 90
VAR2 = 90
# Turret Firing Frice
FRAME 1801
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 50
NEXT = 1802
ACTION A_ShootBullet
# Rotating
FRAME 1802
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 50
NEXT = 1795
ACTION A_ChangeAngleAbsolute
VAR1 = 90
VAR2 = 90
Here's what the SOC looks like.
If you have the patience, please take a look. What am I doing wrong?
# 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
DEATHSTATE = 1641
DEATHSOUND = 119
XDEATHSTATE = 0
SPEED = 0
RADIUS = 1572864
HEIGHT = 1572864
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = 16777221
# Turret Firing Once
FRAME 1795
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 50
NEXT = 1796
ACTION A_ShootBullet
# Rotating
FRAME 1796
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 50
NEXT = 1797
ACTION A_ChangeAngleAbsolute
VAR1 = 90
VAR2 = 90
# Turret Firing Twice
FRAME 1797
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 50
NEXT = 1798
ACTION A_ShootBullet
# Rotating
FRAME 1798
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 50
NEXT = 1799
ACTION A_ChangeAngleAbsolute
VAR1 = 90
VAR2 = 90
# Turret Firing Thrice
FRAME 1799
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 50
NEXT = 1800
ACTION A_ShootBullet
# Rotating
FRAME 1800
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 50
NEXT = 1801
ACTION A_ChangeAngleAbsolute
VAR1 = 90
VAR2 = 90
# Turret Firing Frice
FRAME 1801
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 50
NEXT = 1802
ACTION A_ShootBullet
# Rotating
FRAME 1802
SPRITENUMBER = 246
SPRITESUBNUMBER = 0
DURATION = 50
NEXT = 1795
ACTION A_ChangeAngleAbsolute
VAR1 = 90
VAR2 = 90