PROJ WORKSLIKE: Difference between revisions
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'''defineprojectile''' <tile number> '''PROJ_WORKSLIKE''' <flag value> | |||
'''PROJ_WORKSLIKE''' is a [[defineprojectile]] property used to set flags for projectile function. | '''PROJ_WORKSLIKE''' is a [[defineprojectile]] property used to set flags for projectile function. | ||
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. | 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. | ||
Add all the desired flags together, and use that value for <flag value>. This works similar to [[cstat (sprite)|cstat]]. | Add all the desired flags together, and use that value for <flag value>. This works similar to [[cstat (sprite)|cstat]]. |
Revision as of 09:03, 21 February 2020
defineprojectile <tile number> PROJ_WORKSLIKE <flag value>
PROJ_WORKSLIKE is a defineprojectile property used to set flags for projectile function.
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.
Add all the desired flags together, and use that value for <flag value>. This works similar to cstat.
Flags
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 |