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.


You can put <code>[[ifhitweapon]] { [[ifwasweapon]] RADIUSEXPLOSION { <effect(s)> } }</code> into [[actor]] code to detect when a hitradius has been spawned.
You can put <code>[[ifhitweapon]] { [[ifwasweapon]] RADIUSEXPLOSION { <effect(s)> } }</code> into [[actor]] code to detect when a hitradius has been spawned.
{{varsuffix}}


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

Revision as of 20:36, 24 February 2011

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.

You can put ifhitweapon { ifwasweapon RADIUSEXPLOSION { <effect(s)> } } into actor code to detect when a hitradius has been spawned.

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.