PROJ RANGE: Difference between revisions

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'''defineprojectile''' <tilenum> '''PROJ_RANGE''' <range>
When [[PROJ_WORKSLIKE]] is a [[hitscan]] type projectile ([[PROJECTILE_FLAG_KNEE]] or [[PROJECTILE_FLAG_HITSCAN]]) this number must be equal to the desired range in [[BUILD]] units. For example if the range is 1024 it will travel exactly one square in the largest grid size.  
When [[PROJ_WORKSLIKE]] is a [[hitscan]] type projectile ([[PROJECTILE_FLAG_KNEE]] or [[PROJECTILE_FLAG_HITSCAN]]) this number must be equal to the desired range in [[BUILD]] units. For example if the range is 1024 it will travel exactly one square in the largest grid size.  


If [[PROJ_WORKSLIKE]] is an rpg type ([[PROJECTILE_FLAG_RPG]]) this number is amount of time (in ticks) that a projectile travels before expiring.  For example, if a projectile has a range of 60, then it will last for exactly two seconds before dying. This works together with [[PROJECTILE_FLAG_TIMED]] and [[PROJECTILE_FLAG_EXPLODEONTIMER]].
If [[PROJ_WORKSLIKE]] is an rpg type ([[PROJECTILE_FLAG_RPG]]) this number is amount of time (in ticks) that a projectile travels before expiring.  For example, if a projectile has a range of 60, then it will last for exactly two seconds before dying. This works together with [[PROJECTILE_FLAG_TIMED]] and [[PROJECTILE_FLAG_EXPLODEONTIMER]].


[[Category:Projectile_structure_members]]
[[Category:Projectile_structure_members]]

Revision as of 06:26, 21 February 2020

defineprojectile <tilenum> PROJ_RANGE <range>

When PROJ_WORKSLIKE is a hitscan type projectile (PROJECTILE_FLAG_KNEE or PROJECTILE_FLAG_HITSCAN) this number must be equal to the desired range in BUILD units. For example if the range is 1024 it will travel exactly one square in the largest grid size.

If PROJ_WORKSLIKE is an rpg type (PROJECTILE_FLAG_RPG) this number is amount of time (in ticks) that a projectile travels before expiring. For example, if a projectile has a range of 60, then it will last for exactly two seconds before dying. This works together with PROJECTILE_FLAG_TIMED and PROJECTILE_FLAG_EXPLODEONTIMER.