Yeah, first, you will need to fix the ignore gravity (to make projectiles move):
A small fix for the "Ignore Gravity" action step flag. Currently if you set this flag, your object can't move horizontally nor vertically. Now we can have monsters that fly, bats, birds, ... Here's how to fix that. 1/ Modify your "UserSubroutines.asm" script (located in your...
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About the monster's projectiles... there are two kind of shooting: "shoot straight" and "shoot at player" that are 2 different action scripts
One uses the a “OBJ_MONSTER_PROJECTILE” user constant to set which object to use as projectile.
And the other one uses by default the “Effect 2” game object.
Both of your projectiles objects have to bébés set as “monster weapon”, with a speed and acceleration values, also “destroy me” on edge/solid reaction.
For the “shoot straight”, just check the “ignore collision” for the action step 0.
For the “shoot toward player”, check the “ignore gravity” AND “use aimed physics” for action step 0. (Because the behavior is different then the normal physics).
And don’t forget to define the bounding box.
Now your monster can use the actions in order to shoot. Make sure it moves before shorting (Because I think monsters are facing down at start).
PS: of course you could do some modifications to the shooting scripts
(I would suggest to use for both the same user constant, to be able to use the same object, justaube a different action step “0” for the straight and the “1” for the towards player).
The modification of the createobject part would look like that (the shoot straight):
Code:
CreateObject temp1, temp2, #OBJ_MONSTER_PROJECTILE, #$00, temp
And for shoot towards player:
Code:
CreateObject temp1, temp2, #OBJ_MONSTER_PROJECTILE, #$01, temp