Defineprojectile: Difference between revisions
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*[[PROJ_SXREPEAT]] | *[[PROJ_SXREPEAT]] | ||
*[[PROJ_SYREPEAT]] | *[[PROJ_SYREPEAT]] | ||
*[[PROJ_DECAL]] | *[[PROJ_DECAL]] | ||
*[[PROJ_TRAIL]] | *[[PROJ_TRAIL]] | ||
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*[[PROJ_TOFFSET]] | *[[PROJ_TOFFSET]] | ||
*[[PROJ_TNUM]] | *[[PROJ_TNUM]] | ||
*[[PROJ_SOUND]] | |||
*[[PROJ_ISOUND]] | |||
*[[PROJ_VEL]] | |||
*[[PROJ_VEL_MULT]] | |||
*[[PROJ_EXTRA]] | |||
*[[PROJ_EXTRA_RAND]] | |||
*[[PROJ_DROP]] | *[[PROJ_DROP]] | ||
*[[PROJ_CSTAT]] | *[[PROJ_CSTAT]] | ||
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*[[PROJ_YREPEAT]] | *[[PROJ_YREPEAT]] | ||
*[[PROJ_PAL]] | *[[PROJ_PAL]] | ||
*[[PROJ_HITRADIUS]] | *[[PROJ_HITRADIUS]] | ||
*[[PROJ_OFFSET]] | *[[PROJ_OFFSET]] | ||
*[[PROJ_BOUNCES]] | *[[PROJ_BOUNCES]] |
Revision as of 08:50, 2 April 2011
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. Take note of the different settings for projectiles:
- PROJ_WORKSLIKE
- PROJ_SPAWNS
- PROJ_SXREPEAT
- PROJ_SYREPEAT
- PROJ_DECAL
- PROJ_TRAIL
- PROJ_TXREPEAT
- PROJ_TYREPEAT
- PROJ_TOFFSET
- PROJ_TNUM
- PROJ_SOUND
- PROJ_ISOUND
- PROJ_VEL
- PROJ_VEL_MULT
- PROJ_EXTRA
- PROJ_EXTRA_RAND
- PROJ_DROP
- PROJ_CSTAT
- PROJ_CLIPDIST
- PROJ_SHADE
- PROJ_XREPEAT
- PROJ_YREPEAT
- PROJ_PAL
- PROJ_HITRADIUS
- PROJ_OFFSET
- PROJ_BOUNCES
- PROJ_BSOUND
- PROJ_RANGE
- PROJ_FLASH_COLOR
First, we must figure out a proper WORKSLIKE flag for our projectile. The WORKSLIKE flag can be determined by looking at the following definitions:
define PROJECTILE_FLAG_HITSCAN 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_BOUNCESOFFSPRITES 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 define PROJECTILE_FLAG_FORCEIMPACT 262144 define PROJECTILE_FLAG_REALCLIPDIST 524288 define PROJECTILE_FLAG_ACCURATE 1048576
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_HITSCAN, 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.
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.