PROJ RANGE: Difference between revisions

From EDukeWiki
Jump to navigation Jump to search
Mblackwell (talk | contribs)
mNo edit summary
Mblackwell (talk | contribs)
mNo edit summary
Line 1: Line 1:
The 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.
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. 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.
 
For RPG projectiles this works together with [[PROJECTILE_FLAG_TIMED]] and [[PROJECTILE_FLAG_EXPLODEONTIMER]].


Works together with [[PROJECTILE_FLAG_TIMED]] and [[PROJECTILE_FLAG_EXPLODEONTIMER]].


When [[PROJ_WORKSLIKE]] includes [[PROJECTILE_FLAG_KNEE]] this number must be equal to the range in [[BUILD]] units.


[[Category:Projectile_structure_members]]
[[Category:Projectile_structure_members]]

Revision as of 19:09, 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. 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.

For RPG projectiles this works together with PROJECTILE_FLAG_TIMED and PROJECTILE_FLAG_EXPLODEONTIMER.