Author Topic: SpawnHomingProjectile Help?  (Read 1080 times)

I'm making some simple towers/turrets, because I got bored. When I tried to make the homing projectile fire at enemies, it didn't fire at all. It's supposed to lock on to bots, right? That's what I tested it on. Could any particular add-on cause this? Thanks for help.

Whoops. Forgot something.
All of the other targets will work, like Nearest Player, Vehicle, and bots.

Post exactly what your events were when they didn't fire.

Possibly your events or projectile quotas.

Start a game with defaults + the event only, create a brick, add the event onActivate -> spawnHomingProjectile [ActivePlayer, Rocket, "0 0 0", 1.000] and click it.
If a projectile fails to come out, quit the game and post the console.log file in your Blockland folder.
If it does, change it to "ClosestBot" and spawn a Horse nearby. Click the brick. If a projectile doesn't appear, console log, if it does then you have broken mods.

No, everything works except nearest enemy, Space Guy. It's definetly not a problem with hitting max projectiles/quotas, it's not giving me any errors and the turrets are the only things in my server right now. I'm only firing on turret at a time, but it wouldn't be a problem if I fired both, and I've got a .5 second delay in between shots.

How are you organising teams for "nearest enemy", and which object is triggering the turret? It should work with TDM and both variants of Zombies?

TDM?
Oh.
I've used it in just a DM minigame, before... It worked fine... It just shot at everyone but me. Doesn't that work? It has before; that's what I'd use for turrets.

Non-Zombie Bots would probably be counted as enemies if Zombies is off and friendly if you have Iban's ZAPT "ZAPT Enabled" or Rotondo's L4B "Enable Zombies" on.

I think it might be ZAPT... I remember it working before ZAPT was installed... Maybe I should try disabling it...

Yeah, disabling ZAPT didn't work. Also, I'm not sure what I do, but sometimes I'll randomly crash when the turrets are loaded? Can I send you a PM with the file in it? I'll post my Console.Log here. It's after I manually closed Blockland, though, in case that makes a difference.

Offtopic: Do Iban's Health Bar mod and Invisibility Watches interfere?

Script_FFC - This mod is seriously abusable in minigames and breaks lots of other things.
Weapon_Zombie_Ray - Syntax errors, completely broken. Remove it.
Weapon_Shark_Ray - Syntax errors, completely broken. Remove it.
Weapon_Sentry_Ray - Requires "AI_Sentry" which you do not have.
Weapon_Mech_Ray, Weapon_MechLight_Ray, Weapon_MechHeavy_Ray - The last two are missing files and broken. You have way too many 'Player Rays'.
Weapon_880_Rifle - This mod force-requires Rotondo's Zombies on.
Script_Default_Minigame - Aaaaaaagh.
Medieval_Armour - Missing required mod "Player_Health_Modes".
Event_Variables - You appear to have v4 as there are errors with RegisterSpecialVar in Team Deathmatch.
Gamemode_Bugs_Mod1 - This mod force-requires Rotondo's Zombies on.
Ai_ZombieDogs, Ai_TF2, Ai_Shark, AI_SentryMCT, Ai_national socialist - These mods force-requires Rotondo's Zombies on.
Ai_Marine, Ai_Mercenarie - These mods force-requires Rotondo's Zombies on and are missing several other required Add-Ons.

With Rotondo's Zombies on, "enemies" are treated differently. What kind of bot are you trying to make it attack? If it's an AI, it won't attack the 'friendly' ones. If it's one of Amade's bots, I do not know how it is included in the minigame but it's probably treated as friendly to players. Try removing/disabling the mods I mentioned or using "closestbot" instead of "closestenemy".

Okay, I deleted just about everything - Kept the working rays, default minigame, updated Variables to V6, and what's the matter with FFC? I kept that...

Whoops. I meant to post a console. Here.


Okay, I deleted just about everything - Kept the working rays, default minigame, updated Variables to V6, and what's the matter with FFC? I kept that...
Script_FFC - This mod is seriously abusable in minigames and breaks lots of other things.