Hitradius: Difference between revisions
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hitradius <radius> <1> <2> <3> <4>  | '''hitradius''' <radius> <1> <2> <3> <4><br>  | ||
'''hitradiusvar''' <radius> <1> <2> <3> <4>  | |||
This inflicts damage to [[actor|actors]] within the distance <radius> from the centerpoint. The damage is split into four sections, <1> being the section furthest from the center, <4> being the section closest to the center.  | This inflicts damage to [[actor|actors]] within the distance <radius> from the centerpoint. The damage is split into four sections, <1> being the section furthest from the center, <4> being the section closest to the center. If damage is inflicted to an actor through this command, [[ifwasweapon]] will return the picnum RADIUSEXPLOSION.  | ||
Note that the damage inflicted by hard-coded projectiles is also split in four sections (25%, 50%, 75% and 100%).  | |||
{{varsuffix}}  | |||
[[Category:Duke3D 1.3/1.5 commands]]  | [[Category:Duke3D 1.3/1.5 commands]]  | ||
[[Category:Sprite manipulation]]  | [[Category:Sprite manipulation]]  | ||
Latest revision as of 13:57, 25 September 2014
hitradius <radius> <1> <2> <3> <4>
hitradiusvar <radius> <1> <2> <3> <4>
This inflicts damage to actors within the distance <radius> from the centerpoint. The damage is split into four sections, <1> being the section furthest from the center, <4> being the section closest to the center. If damage is inflicted to an actor through this command, ifwasweapon will return the picnum RADIUSEXPLOSION.
Note that the damage inflicted by hard-coded projectiles is also split in four sections (25%, 50%, 75% and 100%).
Commands with an additional "var" suffix take gamevars rather than constants or defined labels for their inputs. As an alternate short form, "varvar" can be dropped from these commands; for example ife serves an an alias for ifvarvare.