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 || PROJECTILE_NOAIM || The projectile will not automatically aim at any targets
| Yes || 4096 || 0x001000 || PROJECTILE_NOAIM || The projectile will not automatically aim at any targets
|-
|-
| Yes || 8192 || PROJECTILE_RANDDECALSIZE || If this flag is set in the PROJ_WORKSLIKE variable, then the projectile will randomize the size of its decals.
| 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 || 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 || 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 || 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 || 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 || 65536 || PROJECTILE_RADIUS_PICNUM || This flag sets the projectile's [[picnum]] to its target's [[htpicnum]] instead of the default RADIUSEXPLOSION, or 1670.
| 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 || PROJECTILE_ACCURATE_AUTOAIM ||  
| Yes || 131072 || 0x020000 || PROJECTILE_ACCURATE_AUTOAIM ||  
|-
|-
| Yes || 262144 || PROJECTILE_FORCEIMPACT ||  
| Yes || 262144 || 0x040000 || PROJECTILE_FORCEIMPACT ||  
|-
|-
| Yes || 524288 || PROJECTILE_REALCLIPDIST || Allows the value of PROJ_CLIPDIST to take effect if set. Otherwise the hardcoded clipdist of 4 takes effect.
| 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 || PROJECTILE_ACCURATE ||  
| Yes || 1048576 || 0x100000 || PROJECTILE_ACCURATE ||  
|-
|-
| Yes || 2097152 || PROJECTILE_NOSETOWNERSHADE ||  
| Yes || 2097152 || 0x200000 || PROJECTILE_NOSETOWNERSHADE ||  
|-
|-
| Yes || 4194304 || PROJECTILE_RPG_IMPACT_DAMAGE ||  
| 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