<aside> ⚡ Script "core_aimattargetcursor" (int AimTarget, int HeightAdjust)

</aside>

Usage


This script will cause the calling actor to aim at a given TID.

Parameters

Example


The primary use of this is with TargetMarker, an inventory actor that is implemented in core. When given to players, TargetMarker will spawn an actor at that player’s cursor with a TID of the player’s TID + PLN_TARGETPOINT_OFFSET.

By combining that with this script, you can make other actors aim where the player is. Below is how Copy Vision uses this to accomplish its redirecting aim.

actor CopyVision : BasicProjectile
{
	+THRUGHOST
	+RIPPER
	+NOCLIP
	+DONTBLAST
	+BRIGHT
	RenderStyle "Translucent"
	Alpha 0.90
	Radius 16
	Height 32
	Damage (0)
	reactiontime 40
	States
	{
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_PlaySoundEx("weapons/mmb/copyvisionactivate", "weapon")
			TNT1 A 0 ACS_NamedExecuteAlways("core_targetyawpitch", 0, 0)
			COPY FGHI 2
			Goto Shooting+1
		Shooting:
			COPY C 0 A_Countdown
			COPY C 0 A_PlaySoundEx("weapons/mmb/copyvisionshoot", "body")
			COPY C 0 A_CustomMissile("CopyShot",32,0,0,2,-pitch)
			COPY CCCCCC 1 A_JumpIfInTargetInventory("CopyVisionRedirect", 1, "Redirect")
			COPY C 0 A_JumpIfInTargetInventory("IsDead", 1, "Death")
			Loop
		Redirect:
			COPY C 0 A_GiveToTarget("TargetMarker", 1)
			COPY C 3
			COPY C 0 ACS_NamedExecuteAlways("core_aimattargetcursor", 0, CallACS("core_gettarget") + PLN_TARGETPOINT_OFFSET, 32)
			COPB A 0 A_TakeFromTarget("CopyVisionRedirect", 1)
			goto Shooting
		Death:
			TNT1 A 0 A_TakeFromTarget("CopyVisionFlag", 1)
			COPB A 0 A_TakeFromTarget("CopyVisionRedirect", 1)
			COPY IJK 3
			Stop
	}
}