PROJ WORKSLIKE: Difference between revisions
Jump to navigation
Jump to search
Hendricks266 (talk | contribs) mNo edit summary |
Hendricks266 (talk | contribs) mNo edit summary |
||
Line 1: | Line 1: | ||
PROJ_WORKSLIKE is a [[defineprojectile]] property used to set flags for projectile function. The flags (defined) are: | PROJ_WORKSLIKE is a [[defineprojectile]] property used to set flags for projectile function. It is a [[bitfield]]. The flags (defined) are: | ||
define [[PROJECTILE_FLAG_HITSCAN]] 1 | define [[PROJECTILE_FLAG_HITSCAN]] 1 | ||
Line 32: | Line 32: | ||
Add all the desired flags together, and use that value for <flag value>. This works similar to [[cstat]]. | Add all the desired flags together, and use that value for <flag value>. This works similar to [[cstat]]. | ||
[[Category:Bitfields]] | |||
[[Category:Projectile_structure_members]] | [[Category:Projectile_structure_members]] |
Revision as of 16:03, 23 December 2009
PROJ_WORKSLIKE is a defineprojectile property used to set flags for projectile function. It is a bitfield. The flags (defined) are:
define PROJECTILE_FLAG_HITSCAN 1 define PROJECTILE_FLAG_RPG 2 define PROJECTILE_FLAG_BOUNCESOFFWALLS 4 define PROJECTILE_FLAG_BOUNCESOFFMIRRORS 8 define PROJECTILE_FLAG_KNEE 16 define PROJECTILE_FLAG_WATERBUBBLES 32 define PROJECTILE_FLAG_TIMED 64 define PROJECTILE_FLAG_BOUNCESOFFSPRITES 128 define PROJECTILE_FLAG_SPIT 256 define PROJECTILE_FLAG_COOLEXPLOSION1 512 define PROJECTILE_FLAG_BLOOD 1024 define PROJECTILE_FLAG_LOSESVELOCITY 2048 define PROJECTILE_FLAG_NOAIM 4096 define PROJECTILE_FLAG_RANDDECALSIZE 8192 define PROJECTILE_FLAG_EXPLODEONTIMER 16384 define PROJECTILE_FLAG_RPG_IMPACT 32768 define PROJECTILE_FLAG_RADIUS_PICNUM 65536 define PROJECTILE_FLAG_ACCURATE_AUTOAIM 131072 define PROJECTILE_FLAG_FORCEIMPACT 262144 define PROJECTILE_FLAG_REALCLIPDIST 524288 define PROJECTILE_FLAG_ACCURATE 1048576
Note that the damage on impact bit (32768) must be set on the WORKSLIKE of any RPG type projectile (i.e. nonhitscan) for which the projectile itself does damage, as opposed to the damage being caused only by the hitradius.
Syntax is:
defineprojectile <tile number> PROJ_WORKSLIKE <flag value>
Add all the desired flags together, and use that value for <flag value>. This works similar to cstat.