A_FireCustomMissile (string missiletype [, angle angle [, bool useammo [, int spawnofs_horz [, int spawnheight [, bool aim[, angle pitch]]]]]])
If used in a weapon, useammo specifies whether this attack uses ammo or not. This parameter is irrelevant if used in a custom inventory.
aim becomes relevant when playing with autoaim on:
- If aim is unspecified or set to false, the engine looks at the player's horizontal aim. If the horizontal line of fire cuts close enough to a valid target (ignoring vertical aim), the resulting projectile will fire with the vertical angle adjusted to aim directly at the target.
- If aim is set to true, the engine looks at the horizontal line of fire projected for the projectile, independent of the player's aim. If the horizontal line of fire cuts close enough to a valid target (again ignoring vertical aim), that projectile will fire directly towards that target.
pitch becomes relevant with autoaim off. It adjusts the player's vertical aim by the given angle value, like the angle parameter affects the horizontal aim. A positive value makes it fire the missile higher than the player's aim, a negative value makes it fire lower.
You cannot turn off vertical autoaim with this function; though a weapon can have the NOAUTOAIM flag.
Fire: TRIF A 5 Bright A_FireCustomMissile("RifleBullet",0,1,8,8,0) TRIF B 5 Bright TRIG A 10 TRIG B 0 A_Refire Goto Ready