Template:Proj workslike: Difference between revisions
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Doom64hunter (talk | contribs) m Add missing flag |
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| Yes || 2097152 || PROJECTILE_NOSETOWNERSHADE || | | Yes || 2097152 || PROJECTILE_NOSETOWNERSHADE || | ||
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| Yes || 4194304 || PROJECTILE_RPG_IMPACT_DAMAGE || | |||
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Revision as of 02:31, 5 November 2020
The following values are used with defineprojectile.
Exposed | Value | Label | Description | |
---|---|---|---|---|
Yes | 1 | PROJECTILE_HITSCAN | Indicates that the projectile is hitscan.
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.
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 | 8 | 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.
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 | 64 | 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 | 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 | 512 | PROJECTILE_COOLEXPLOSION1 | ||
Yes | 1024 | 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 | PROJECTILE_LOSESVELOCITY | ||
Yes | 4096 | 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 | 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 | 32768 | 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 | 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 | 262144 | PROJECTILE_FORCEIMPACT | ||
Yes | 524288 | PROJECTILE_REALCLIPDIST | ||
Yes | 1048576 | PROJECTILE_ACCURATE | ||
Yes | 2097152 | PROJECTILE_NOSETOWNERSHADE | ||
Yes | 4194304 | PROJECTILE_RPG_IMPACT_DAMAGE |