Oh, I didn't notice this. I guess this is an underwater NPC.....right? I should work if it is underwater......where is your canSpawn anyway? Anyway, you can move that code below the other TargetClosest if you want it to shoot above water too.Im sorry for being a pain in the arse, but it isnt working. Truly sorry.
Code:if(!npc.wet) return false;
[DOUBLEPOST=1453514399,1453514069][/DOUBLEPOST]
Are you extending the minion.cs from ExampleMod or something?Here is what I have for the minion
public override void CheckActive()
{
Player player = Main.player[projectile.owner];
EnergyPlayer modPlayer = (EnergyPlayer)player.GetModPlayer(mod, "EnergyPlayer");
if (player.dead)
{
modPlayer.vampireMinion = false;
}
if (modPlayer.vampireMinion)
{
projectile.timeLeft = 2;It does kill the minions when I die.public override void Update(Player player, ref int buffIndex)
{
EnergyPlayer modPlayer = (EnergyPlayer)player.GetModPlayer(mod, "EnergyPlayer");
if (player.ownedProjectileCounts[mod.ProjectileType("VampireSlime")] > 0)
{
modPlayer.vampireMinion = true;
}
if (!modPlayer.vampireMinion)
{
player.DelBuff(buffIndex);
buffIndex--;
}
else
{
player.buffTime[buffIndex] = 18000;
}
}