Defineprojectile: Difference between revisions

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Defines a projectile to be fired by the [[shoot]] command and its variants.
Defines a projectile to be fired by the [[shoot]] command and its variants.
First, we must figure out a proper [[WORKSLIKE]] flag for our projectile.
To determine the proper WORKSLIKE flag for your projectile, simply add the numbers for the various functions you'd like your projectile to have together.  Obviously, some flags are not compatible.  Note that either [[PROJECTILE_FLAG_HITSCAN]], [[PROJECTILE_FLAG_RPG]] or [[PROJECTILE_FLAG_KNEE]] must be part of your WORKSLIKE flag.
If the velocity is too high (usually over 1000), clipping errors may increse drastically. Instead, set PROJ_VELMULT and a lower PROJ_VEL.
To be able to use the [[ifwasweapon]] with custom RPG-type projectiles ([[PROJ_WORKSLIKE]] includes bit 2), make sure to include the [[PROJECTILE_FLAG_RPG_IMPACT]] flag (32768) in [[PROJ_WORKSLIKE]].
== Functions ==


To use this command, several things must be done.  Take note of the different settings for projectiles:
To use this command, several things must be done.  Take note of the different settings for projectiles:
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*[[PROJ_FLASH_COLOR]]
*[[PROJ_FLASH_COLOR]]


First, we must figure out a proper WORKSLIKE flag for our projectile.  The WORKSLIKE flag can be determined by looking at the following definitions:
== Examples ==
 
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
 
To determine the proper WORKSLIKE flag for your projectile, simply add the numbers for the various functions you'd like your projectile to have together.  Obviously, some flags are not compatible.  Note that either [[PROJECTILE_FLAG_HITSCAN]], [[PROJECTILE_FLAG_RPG]] or [[PROJECTILE_FLAG_KNEE]] must be part of your WORKSLIKE flag.


Here is an example of a working user-defined projectile:
Here is an example of a working user-defined projectile:
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In this example, the projectile has the following WORKSLIKE flags set: PROJECTILE_FLAG_NOAIM, PROJECTILE_FLAG_LOSESVELOCITY, PROJECTILE_FLAG_RPG and PROJECTILE_FLAG_BOUNCESOFFWALLS.  This gives us an RPG-like projectile that doesn't automatically aim at enemies/players (we need this because the projectile in question fires in an arc), automatically slows down during flight, fires like an RPG and bounces off the walls.
In this example, the projectile has the following WORKSLIKE flags set: PROJECTILE_FLAG_NOAIM, PROJECTILE_FLAG_LOSESVELOCITY, PROJECTILE_FLAG_RPG and PROJECTILE_FLAG_BOUNCESOFFWALLS.  This gives us an RPG-like projectile that doesn't automatically aim at enemies/players (we need this because the projectile in question fires in an arc), automatically slows down during flight, fires like an RPG and bounces off the walls.
Take care not to set a projectile's velocity over 1000.  Instead, set PROJ_VELMULT and a lower PROJ_VEL.
To be able to use the [[ifwasweapon]] with custom RPG-type projectiles ([[PROJ_WORKSLIKE]] includes bit 2), make sure to include the [[PROJECTILE_FLAG_RPG_IMPACT]] flag (32768) in [[PROJ_WORKSLIKE]].


[[Category:EDuke32 specific commands]]
[[Category:EDuke32 specific commands]]
[[Category:Projectile manipulation]]
[[Category:Projectile manipulation]]

Revision as of 17:22, 20 February 2020

defineprojectile <tilenum> <function> <value>

Defines a projectile to be fired by the shoot command and its variants.

First, we must figure out a proper WORKSLIKE flag for our projectile.

To determine the proper WORKSLIKE flag for your projectile, simply add the numbers for the various functions you'd like your projectile to have together. Obviously, some flags are not compatible. Note that either PROJECTILE_FLAG_HITSCAN, PROJECTILE_FLAG_RPG or PROJECTILE_FLAG_KNEE must be part of your WORKSLIKE flag.

If the velocity is too high (usually over 1000), clipping errors may increse drastically. Instead, set PROJ_VELMULT and a lower PROJ_VEL.

To be able to use the ifwasweapon with custom RPG-type projectiles (PROJ_WORKSLIKE includes bit 2), make sure to include the PROJECTILE_FLAG_RPG_IMPACT flag (32768) in PROJ_WORKSLIKE.

Functions

To use this command, several things must be done. Take note of the different settings for projectiles:

Examples

Here is an example of a working user-defined projectile:

defineprojectile 1653 PROJ_WORKSLIKE 6150
defineprojectile 1653 PROJ_SPAWNS EXPLOSION2
defineprojectile 1653 PROJ_VEL 1000
defineprojectile 1653 PROJ_EXTRA 300
defineprojectile 1653 PROJ_DROP -200
defineprojectile 1653 PROJ_ISOUND PIPEBOMB_EXPLODE
defineprojectile 1653 PROJ_HITRADIUS 2560
defineprojectile 1653 PROJ_BOUNCES 5
defineprojectile 1653 PROJ_OFFSET 224
defineprojectile 1653 PROJ_CLIPDIST 24
defineprojectile 1653 PROJ_TRAIL SMALLSMOKE

In this example, the projectile has the following WORKSLIKE flags set: PROJECTILE_FLAG_NOAIM, PROJECTILE_FLAG_LOSESVELOCITY, PROJECTILE_FLAG_RPG and PROJECTILE_FLAG_BOUNCESOFFWALLS. This gives us an RPG-like projectile that doesn't automatically aim at enemies/players (we need this because the projectile in question fires in an arc), automatically slows down during flight, fires like an RPG and bounces off the walls.