Defineprojectile: Difference between revisions
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defineprojectile <tilenum> <function> <value> | '''defineprojectile''' <tilenum> <function> <value> | ||
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. |
Revision as of 11:05, 4 May 2009
defineprojectile <tilenum> <function> <value>
Defines a projectile to be fired by the shoot command and its variants.
To use this command, several things must be done. First, include the following defines somewhere before your defineprojectile lines:
define PROJ_WORKSLIKE 1 define PROJ_SPAWNS 2 define PROJ_SXREPEAT 3 define PROJ_SYREPEAT 4 define PROJ_SOUND 5 define PROJ_ISOUND 6 define PROJ_VEL 7 define PROJ_EXTRA 8 define PROJ_DECAL 9 define PROJ_TRAIL 10 define PROJ_TXREPEAT 11 define PROJ_TYREPEAT 12 define PROJ_TOFFSET 13 define PROJ_TNUM 14 define PROJ_DROP 15 define PROJ_CSTAT 16 define PROJ_CLIPDIST 17 define PROJ_SHADE 18 define PROJ_XREPEAT 19 define PROJ_YREPEAT 20 define PROJ_PAL 21 define PROJ_EXTRA_RAND 22 define PROJ_HITRADIUS 23 define PROJ_VEL_MULT 24 define PROJ_OFFSET 25 define PROJ_BOUNCES 26 define PROJ_BSOUND 27 define PROJ_RANGE 28
Second, we must figure out a proper WORKSLIKE flag for our projectile. The WORKSLIKE flag can be determined by looking at the following defines:
define PROJECTILE_FLAG_BULLET 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_NOENEMYHITS 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
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_BULLET, PROJECTILE_FLAG_RPG or PROJECTILE_FLAG_KNEE must be part of your WORKSLIKE flag.
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.
Please 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.