PROJ RANGE: Difference between revisions
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When [[PROJ_WORKSLIKE]] is a [[hitscan]] type projectile ([[PROJECTILE_FLAG_KNEE]] or [[PROJECTILE_FLAG_BULLET]]) this number must be equal to the desired range in [[BUILD]] units. | When [[PROJ_WORKSLIKE]] is a [[hitscan]] type projectile ([[PROJECTILE_FLAG_KNEE]] or [[PROJECTILE_FLAG_BULLET]]) this number must be equal to the desired range in [[BUILD]] units. For example if the range is 1024 it will travel exactly one square in the largest grid size. | ||
For | If [[PROJ_WORKSLIKE]] is an rpg type ([[PROJECTILE_FLAG_RPG]]) this number is amount of time (in ticks) that a projectile travels before expiring. For example, if a projectile has a range of 52, then it will last for exactly two seconds before dying. This works together with [[PROJECTILE_FLAG_TIMED]] and [[PROJECTILE_FLAG_EXPLODEONTIMER]]. | ||
[[Category:Projectile_structure_members]] | [[Category:Projectile_structure_members]] |
Revision as of 18:11, 13 May 2009
When PROJ_WORKSLIKE is a hitscan type projectile (PROJECTILE_FLAG_KNEE or PROJECTILE_FLAG_BULLET) this number must be equal to the desired range in BUILD units. For example if the range is 1024 it will travel exactly one square in the largest grid size.
If PROJ_WORKSLIKE is an rpg type (PROJECTILE_FLAG_RPG) this number is amount of time (in ticks) that a projectile travels before expiring. For example, if a projectile has a range of 52, then it will last for exactly two seconds before dying. This works together with PROJECTILE_FLAG_TIMED and PROJECTILE_FLAG_EXPLODEONTIMER.