Hitradius: Difference between revisions

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hitradius <radius> <1> <2> <3> <4>
'''hitradius''' <radius> <1> <2> <3> <4><br>
'''hitradiusvar''' <radius> <1> <2> <3> <4>


This inflicts damage to [[actor|actors]] within the distance <radius> from the centerpoint. The damage is split into four sections, <1> being the section furthest from the center, <4> being the section closest to the center.
This inflicts damage to [[actor|actors]] within the distance <radius> from the centerpoint. The damage is split into four sections, <1> being the section furthest from the center, <4> being the section closest to the center. If damage is inflicted to an actor through this command, [[ifwasweapon]] will return the picnum RADIUSEXPLOSION.


You can put <code>[[ifhitweapon]] { [[ifwasweapon]] RADIUSEXPLOSION { <effect(s)> } }</code> into [[actor]] code to detect when a hitradius has been spawned.
Note that the damage inflicted by hard-coded projectiles is also split in four sections (25%, 50%, 75% and 100%).
 
{{varsuffix}}


[[Category:Duke3D 1.3/1.5 commands]]
[[Category:Duke3D 1.3/1.5 commands]]
[[Category:Sprite manipulation]]
[[Category:Sprite manipulation]]

Latest revision as of 14:57, 25 September 2014

hitradius <radius> <1> <2> <3> <4>
hitradiusvar <radius> <1> <2> <3> <4>

This inflicts damage to actors within the distance <radius> from the centerpoint. The damage is split into four sections, <1> being the section furthest from the center, <4> being the section closest to the center. If damage is inflicted to an actor through this command, ifwasweapon will return the picnum RADIUSEXPLOSION.

Note that the damage inflicted by hard-coded projectiles is also split in four sections (25%, 50%, 75% and 100%).

Commands with an additional "var" suffix take gamevars rather than constants or defined labels for their inputs. As an alternate short form, "varvar" can be dropped from these commands; for example ife serves an an alias for ifvarvare.