Template:Proj workslike: Difference between revisions
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<noinclude>{{Template}}</noinclude> | |||
The following values are used with [[defineprojectile]]. | The following values are used with [[defineprojectile]]. | ||
{| {{prettytable}} | {| {{prettytable}} | ||
!Exposed!!Value!!Label!!Description!! | !Exposed!!Value!!Hex!!Label!!Description!! | ||
|- | |- | ||
| Yes || 1 || PROJECTILE_HITSCAN || Indicates that the projectile is hitscan. | | Yes || 1 || 0x000001 || PROJECTILE_HITSCAN || Indicates that the projectile is hitscan. | ||
It cannot be applied simultaneously with PROJECTILE_KNEE, PROJECTILE_RPG, or PROJECTILE_BLOOD. | It cannot be applied simultaneously with PROJECTILE_KNEE, PROJECTILE_RPG, or PROJECTILE_BLOOD. | ||
|- | |- | ||
| Yes || 2 || PROJECTILE_RPG || Indicates that the projectile is a moving [[actor]]. | | Yes || 2 || 0x000002 || PROJECTILE_RPG || Indicates that the projectile is a moving [[actor]]. | ||
It cannot be applied simultaneously with PROJECTILE_HITSCAN, PROJECTILE_KNEE, or PROJECTILE_BLOOD. | It cannot be applied simultaneously with PROJECTILE_HITSCAN, PROJECTILE_KNEE, or PROJECTILE_BLOOD. | ||
|- | |- | ||
| Yes || 4 || PROJECTILE_BOUNCESOFFWALLS || Nounce off of all walls, like pipebombs and freezeblasts. | | Yes || 4 || 0x000004 || PROJECTILE_BOUNCESOFFWALLS || Nounce off of all walls, like pipebombs and freezeblasts. | ||
|- | |- | ||
| Yes || 8 || PROJECTILE_BOUNCESOFFMIRRORS || Bounce off of mirrors only, like shrinker blasts and firelasers. | | Yes || 8 || 0x000008 || PROJECTILE_BOUNCESOFFMIRRORS || Bounce off of mirrors only, like shrinker blasts and firelasers. | ||
|- | |- | ||
| Yes || 16 || PROJECTILE_KNEE || Indicates that the projectile is melee, essentially hitscan with limited range. | | Yes || 16 || 0x000010 || PROJECTILE_KNEE || Indicates that the projectile is melee, essentially hitscan with limited range. | ||
It cannot be applied simultaneously with PROJECTILE_HITSCAN, PROJECTILE_RPG, or PROJECTILE_BLOOD. | It cannot be applied simultaneously with PROJECTILE_HITSCAN, PROJECTILE_RPG, or PROJECTILE_BLOOD. | ||
|- | |- | ||
| Yes || 32 || PROJECTILE_WATERBUBBLES || Spawn water bubbles (WATERBUBBLE, tile #661) if underwater. | | Yes || 32 || 0x000020 || PROJECTILE_WATERBUBBLES || Spawn water bubbles (WATERBUBBLE, tile #661) if underwater. | ||
|- | |- | ||
| Yes || 64 || PROJECTILE_TIMED || If projectile is flagged as an RPG projectile, then this flag will make the projectile disappear. | | Yes || 64 || 0x000040 || PROJECTILE_TIMED || If projectile is flagged as an RPG projectile, then this flag will make the projectile disappear. | ||
You have to define the projectile with PROJ_RANGE. 30 units = 1 second. Which is the ammount of time before the projectile will disappear. Keep in mind. If this flag is set, the projectile won't start the spawn option, sound options, and probably a few more options. | You have to define the projectile with PROJ_RANGE. 30 units = 1 second. Which is the ammount of time before the projectile will disappear. Keep in mind. If this flag is set, the projectile won't start the spawn option, sound options, and probably a few more options. | ||
|- | |- | ||
| Yes || 128 || PROJECTILE_BOUNCESOFFSPRITES || Bounce off of sprites. | | Yes || 128 || 0x000080 || PROJECTILE_BOUNCESOFFSPRITES || Bounce off of sprites. | ||
|- | |- | ||
| Yes || 256 || PROJECTILE_SPIT || Draw loogies on a player's screen and tint it green if the player is hit by the projectile. | | Yes || 256 || 0x000100 || PROJECTILE_SPIT || Draw loogies on a player's screen and tint it green if the player is hit by the projectile. | ||
|- | |- | ||
| Yes || 512 || PROJECTILE_COOLEXPLOSION1 || | | Yes || 512 || 0x000200 || PROJECTILE_COOLEXPLOSION1 || | ||
|- | |- | ||
| Yes || 1024 || PROJECTILE_BLOOD || Indicates that the projectile is a blood splat, like the hardcoded <code>BLOODSPLAT1</code> through <code>4</code> found in <code>state random_wall_jibs</code>. | | Yes || 1024 || 0x000400 || PROJECTILE_BLOOD || Indicates that the projectile is a blood splat, like the hardcoded <code>BLOODSPLAT1</code> through <code>4</code> found in <code>state random_wall_jibs</code>. | ||
It cannot be applied simultaneously with PROJECTILE_HITSCAN, PROJECTILE_RPG, or PROJECTILE_KNEE. | It cannot be applied simultaneously with PROJECTILE_HITSCAN, PROJECTILE_RPG, or PROJECTILE_KNEE. | ||
|- | |- | ||
| Yes || 2048 || PROJECTILE_LOSESVELOCITY || | | Yes || 2048 || 0x000800 || PROJECTILE_LOSESVELOCITY || | ||
|- | |||
| Yes || 4096 || 0x001000 || PROJECTILE_NOAIM || The projectile will not automatically aim at any targets | |||
|- | |- | ||
| Yes || | | Yes || 8192 || 0x002000 || PROJECTILE_RANDDECALSIZE || If this flag is set in the PROJ_WORKSLIKE variable, then the projectile will randomize the size of its decals. | ||
|- | |- | ||
| Yes || | | Yes || 16384 || 0x004000 || PROJECTILE_EXPLODEONTIMER || If projectile is an RPG with PROJECTILE_FLAG_TIMED flag set, then it normally wouldn't spawn sounds and more things. To prevent that, use this flag. | ||
|- | |- | ||
| Yes || | | Yes || 32768 || 0x008000 || PROJECTILE_RPG_IMPACT || Setting this flag in the PROJ_WORKSLIKE variable means that the [[actor|actors]]\players that are hit by the projectile will receive direct damage in addition to [[hitradius]], making the total damage close to twice PROJ_EXTRA, similar to the hard-coded RPG projectile. The projectile will also add momentum with direct damage, which can be used in conjunction with setting PROJ_HITRADIUS to 0 in order to create an effect like shooting a rock, if you want it to be realistic. | ||
|- | |- | ||
| Yes || | | Yes || 65536 || 0x010000 || PROJECTILE_RADIUS_PICNUM || This flag sets the projectile's [[picnum]] to its target's [[htpicnum]] instead of the default RADIUSEXPLOSION, or 1670. | ||
|- | |- | ||
| Yes || | | Yes || 131072 || 0x020000 || PROJECTILE_ACCURATE_AUTOAIM || | ||
|- | |- | ||
| Yes || | | Yes || 262144 || 0x040000 || PROJECTILE_FORCEIMPACT || | ||
|- | |- | ||
| Yes || | | Yes || 524288 || 0x080000 || PROJECTILE_REALCLIPDIST || Allows the value of PROJ_CLIPDIST to take effect if set. Otherwise the hardcoded clipdist of 4 takes effect. | ||
|- | |- | ||
| Yes || | | Yes || 1048576 || 0x100000 || PROJECTILE_ACCURATE || | ||
|- | |- | ||
| Yes || | | Yes || 2097152 || 0x200000 || PROJECTILE_NOSETOWNERSHADE || | ||
|- | |- | ||
| Yes || | | Yes || 4194304 || 0x400000 || PROJECTILE_RPG_IMPACT_DAMAGE || | ||
|- | |- | ||
|} | |} |
Latest revision as of 08:33, 26 November 2021
This page is a template. This page was created to be included in other pages. |
The following values are used with defineprojectile.
Exposed | Value | Hex | Label | Description | |
---|---|---|---|---|---|
Yes | 1 | 0x000001 | PROJECTILE_HITSCAN | Indicates that the projectile is hitscan.
It cannot be applied simultaneously with PROJECTILE_KNEE, PROJECTILE_RPG, or PROJECTILE_BLOOD. | |
Yes | 2 | 0x000002 | PROJECTILE_RPG | Indicates that the projectile is a moving actor.
It cannot be applied simultaneously with PROJECTILE_HITSCAN, PROJECTILE_KNEE, or PROJECTILE_BLOOD. | |
Yes | 4 | 0x000004 | PROJECTILE_BOUNCESOFFWALLS | Nounce off of all walls, like pipebombs and freezeblasts. | |
Yes | 8 | 0x000008 | PROJECTILE_BOUNCESOFFMIRRORS | Bounce off of mirrors only, like shrinker blasts and firelasers. | |
Yes | 16 | 0x000010 | PROJECTILE_KNEE | Indicates that the projectile is melee, essentially hitscan with limited range.
It cannot be applied simultaneously with PROJECTILE_HITSCAN, PROJECTILE_RPG, or PROJECTILE_BLOOD. | |
Yes | 32 | 0x000020 | PROJECTILE_WATERBUBBLES | Spawn water bubbles (WATERBUBBLE, tile #661) if underwater. | |
Yes | 64 | 0x000040 | PROJECTILE_TIMED | If projectile is flagged as an RPG projectile, then this flag will make the projectile disappear.
You have to define the projectile with PROJ_RANGE. 30 units = 1 second. Which is the ammount of time before the projectile will disappear. Keep in mind. If this flag is set, the projectile won't start the spawn option, sound options, and probably a few more options. | |
Yes | 128 | 0x000080 | PROJECTILE_BOUNCESOFFSPRITES | Bounce off of sprites. | |
Yes | 256 | 0x000100 | PROJECTILE_SPIT | Draw loogies on a player's screen and tint it green if the player is hit by the projectile. | |
Yes | 512 | 0x000200 | PROJECTILE_COOLEXPLOSION1 | ||
Yes | 1024 | 0x000400 | PROJECTILE_BLOOD | Indicates that the projectile is a blood splat, like the hardcoded BLOODSPLAT1 through 4 found in state random_wall_jibs .
It cannot be applied simultaneously with PROJECTILE_HITSCAN, PROJECTILE_RPG, or PROJECTILE_KNEE. | |
Yes | 2048 | 0x000800 | PROJECTILE_LOSESVELOCITY | ||
Yes | 4096 | 0x001000 | PROJECTILE_NOAIM | The projectile will not automatically aim at any targets | |
Yes | 8192 | 0x002000 | PROJECTILE_RANDDECALSIZE | If this flag is set in the PROJ_WORKSLIKE variable, then the projectile will randomize the size of its decals. | |
Yes | 16384 | 0x004000 | PROJECTILE_EXPLODEONTIMER | If projectile is an RPG with PROJECTILE_FLAG_TIMED flag set, then it normally wouldn't spawn sounds and more things. To prevent that, use this flag. | |
Yes | 32768 | 0x008000 | PROJECTILE_RPG_IMPACT | Setting this flag in the PROJ_WORKSLIKE variable means that the actors\players that are hit by the projectile will receive direct damage in addition to hitradius, making the total damage close to twice PROJ_EXTRA, similar to the hard-coded RPG projectile. The projectile will also add momentum with direct damage, which can be used in conjunction with setting PROJ_HITRADIUS to 0 in order to create an effect like shooting a rock, if you want it to be realistic. | |
Yes | 65536 | 0x010000 | PROJECTILE_RADIUS_PICNUM | This flag sets the projectile's picnum to its target's htpicnum instead of the default RADIUSEXPLOSION, or 1670. | |
Yes | 131072 | 0x020000 | PROJECTILE_ACCURATE_AUTOAIM | ||
Yes | 262144 | 0x040000 | PROJECTILE_FORCEIMPACT | ||
Yes | 524288 | 0x080000 | PROJECTILE_REALCLIPDIST | Allows the value of PROJ_CLIPDIST to take effect if set. Otherwise the hardcoded clipdist of 4 takes effect. | |
Yes | 1048576 | 0x100000 | PROJECTILE_ACCURATE | ||
Yes | 2097152 | 0x200000 | PROJECTILE_NOSETOWNERSHADE | ||
Yes | 4194304 | 0x400000 | PROJECTILE_RPG_IMPACT_DAMAGE |