I followed the advice you just give, and it attacks upwards now. That works well, but I’d also like to account for cases where there are no enemies in the air.I think I had the same issue back when I was workin on UDD, and what I did was giving the projectile a jumpframe on its very 1st frame so it becomes airbone, and then it would track an airbone enemy. I could be wrong about it or there could be better methods, but at least this worked for me.
Of course it needs subject_to_gravity 0 in its header.
name ChaseRo
health 100
speed 30
lifespan 5
type npc
aimove chase
stealth 350
nopain 1
nodrop 2
shadow 1
aggression 50
hostile enemy
candamage enemy obstacle
anim idle
loop 1
delay 10
offset 19 14
attack 9 6 19 8 10 1 0
frame data/chars/ironman/za6.png
frame data/chars/ironman/za7.png
frame data/chars/ironman/za6.png
attack 0
frame data/chars/ironman/za7.png
anim attack1
range -10 10
rangez -10 10
rangea 50 4000
loop 1 2 4
delay 10
offset 10 23
jumpframe 0 6 0 0
landframe 7
attack 6 6 8 19 10 1 0
frame data/chars/ironman/za8.png
frame data/chars/ironman/za9.png
frame data/chars/ironman/za8.png
frame data/chars/ironman/za9.png
frame data/chars/ironman/za8.png
frame data/chars/ironman/za9.png
frame data/chars/ironman/za8.png
attack 0
frame data/chars/ironman/za9.png
[couple hours later]
I've found that example of #1.
Code:name ChaseRo health 100 speed 30 lifespan 5 type npc aimove chase stealth 350 nopain 1 nodrop 2 shadow 1 aggression 50 hostile enemy candamage enemy obstacle anim idle loop 1 delay 10 offset 19 14 attack 9 6 19 8 10 1 0 frame data/chars/ironman/za6.png frame data/chars/ironman/za7.png frame data/chars/ironman/za6.png attack 0 frame data/chars/ironman/za7.png anim attack1 range -10 10 rangez -10 10 rangea 50 4000 loop 1 2 4 delay 10 offset 10 23 jumpframe 0 6 0 0 landframe 7 attack 6 6 8 19 10 1 0 frame data/chars/ironman/za8.png frame data/chars/ironman/za9.png frame data/chars/ironman/za8.png frame data/chars/ironman/za9.png frame data/chars/ironman/za8.png frame data/chars/ironman/za9.png frame data/chars/ironman/za8.png attack 0 frame data/chars/ironman/za9.png
name ChibiMoon-EF-C2
type npc
aimove chase
aggression 200
stealth 350
health 100
speed 30
remove 0
lifespan 2
nopain 1
nodrop 2
offscreenkill -1
candamage enemy obstacle
hostile enemy
anim idle
loop 1 0 4
forcedirection -1
delay 3
offset 11 11
attack -4 -4 16 30 18 1 0 0 40 22
hitflash flash-chibimoon
hitfx data/sounds/flash-normal.wav
dropv 2.2 3 0
frame data/sprites/chars/chibimoon/chibimoon-ef-a1.gif
frame data/sprites/chars/chibimoon/chibimoon-ef-a2.gif
frame data/sprites/chars/chibimoon/chibimoon-ef-a3.gif
frame data/sprites/chars/chibimoon/chibimoon-ef-a2.gif
frame none
anim attack1
range -400 400
rangez -300 300
rangea 0 4000
loop 1 0 4
forcedirection -1
delay 3
jumpframe 0 6 0 0
landframe 4
offset 11 11
attack -4 -4 16 30 18 1 0 0 40 22
hitflash flash-chibimoon
hitfx data/sounds/flash-normal.wav
dropv 2.2 3 0
frame data/sprites/chars/chibimoon/chibimoon-ef-a1.gif
frame data/sprites/chars/chibimoon/chibimoon-ef-a2.gif
frame data/sprites/chars/chibimoon/chibimoon-ef-a3.gif
frame data/sprites/chars/chibimoon/chibimoon-ef-a2.gif
frame none