Template:Proj workslike: Difference between revisions

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| Yes || 262144 || PROJECTILE_FORCEIMPACT ||  
| Yes || 262144 || PROJECTILE_FORCEIMPACT ||  
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| Yes || 524288 || PROJECTILE_REALCLIPDIST || Allows PROJ_CLIPDIST to take effect if set. Otherwise the value is hardcoded to 16.
| Yes || 524288 || PROJECTILE_REALCLIPDIST || Allows the value of PROJ_CLIPDIST to take effect if set. Otherwise the hardcoded clipdist of 4 takes effect.
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| Yes || 1048576 || PROJECTILE_ACCURATE ||  
| Yes || 1048576 || PROJECTILE_ACCURATE ||  

Revision as of 11:57, 20 July 2021

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 Allows the value of PROJ_CLIPDIST to take effect if set. Otherwise the hardcoded clipdist of 4 takes effect.
Yes 1048576 PROJECTILE_ACCURATE
Yes 2097152 PROJECTILE_NOSETOWNERSHADE
Yes 4194304 PROJECTILE_RPG_IMPACT_DAMAGE