PROJ WORKSLIKE: Difference between revisions

From EDukeWiki
Jump to navigation Jump to search
No edit summary
m Added category.
Line 19: Line 19:
  define [[PROJECTILE_FLAG_RADIUS_PICNUM]] 65536
  define [[PROJECTILE_FLAG_RADIUS_PICNUM]] 65536
  define [[PROJECTILE_FLAG_ACCURATE_AUTOAIM]] 131072
  define [[PROJECTILE_FLAG_ACCURATE_AUTOAIM]] 131072


Note that the damage on impact bit (32768) must be set on the WORKSLIKE of any RPG type projectile (i.e. nonhitscan) for which the projectile itself does damage, as opposed to the damage being caused only by the hitradius.
Note that the damage on impact bit (32768) must be set on the WORKSLIKE of any RPG type projectile (i.e. nonhitscan) for which the projectile itself does damage, as opposed to the damage being caused only by the hitradius.
Line 29: Line 28:


Add all the desired flags together, and use that value for <flag value>. This works similar to [[cstat]].
Add all the desired flags together, and use that value for <flag value>. This works similar to [[cstat]].
[[Category:Projectile_structure_members]]

Revision as of 19:17, 13 June 2007

PROJ_WORKSLIKE is a defineprojectile property used to set flags for projectile function. The flags (defined) are:

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

Note that the damage on impact bit (32768) must be set on the WORKSLIKE of any RPG type projectile (i.e. nonhitscan) for which the projectile itself does damage, as opposed to the damage being caused only by the hitradius.

Syntax is:

defineprojectile <tile number> PROJ_WORKSLIKE <flag value>


Add all the desired flags together, and use that value for <flag value>. This works similar to cstat.