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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 12:05, 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.