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The following values are used with defineprojectile.
|Yes||1||PROJECTILE_HITSCAN||Indicates that the projectile is hitscan.
It cannot be applied simultaneously with PROJECTILE_KNEE, PROJECTILE_RPG, or PROJECTILE_BLOOD.
|Yes||2||PROJECTILE_RPG||Indicates that the projectile is a moving actor.
It cannot be applied simultaneously with PROJECTILE_HITSCAN, PROJECTILE_KNEE, or PROJECTILE_BLOOD.
|Yes||4||PROJECTILE_BOUNCESOFFWALLS||Nounce off of all walls, like pipebombs and freezeblasts.|
|Yes||8||PROJECTILE_BOUNCESOFFMIRRORS||Bounce off of mirrors only, like shrinker blasts and firelasers.|
|Yes||16||PROJECTILE_KNEE||Indicates that the projectile is melee, essentially hitscan with limited range.
It cannot be applied simultaneously with PROJECTILE_HITSCAN, PROJECTILE_RPG, or PROJECTILE_BLOOD.
|Yes||32||PROJECTILE_WATERBUBBLES||Spawn water bubbles (WATERBUBBLE, tile #661) if underwater.|
|Yes||64||PROJECTILE_TIMED||If projectile is flagged as an RPG projectile, then this flag will make the projectile disappear.
You have to define the projectile with PROJ_RANGE. 30 units = 1 second. Which is the ammount of time before the projectile will disappear. Keep in mind. If this flag is set, the projectile won't start the spawn option, sound options, and probably a few more options.
|Yes||128||PROJECTILE_BOUNCESOFFSPRITES||Bounce off of sprites.|
|Yes||256||PROJECTILE_SPIT||Draw loogies on a player's screen and tint it green if the player is hit by the projectile.|
|Yes||1024||PROJECTILE_BLOOD||Indicates that the projectile is a blood splat, like the hardcoded |
It cannot be applied simultaneously with PROJECTILE_HITSCAN, PROJECTILE_RPG, or PROJECTILE_KNEE.
|Yes||4096||PROJECTILE_NOAIM||The projectile will not automatically aim at any targets|
|Yes||8192||PROJECTILE_RANDDECALSIZE||If this flag is set in the PROJ_WORKSLIKE variable, then the projectile will randomize the size of its decals.|
|Yes||16384||PROJECTILE_EXPLODEONTIMER||If projectile is an RPG with PROJECTILE_FLAG_TIMED flag set, then it normally wouldn't spawn sounds and more things. To prevent that, use this flag.|
|Yes||32768||PROJECTILE_RPG_IMPACT||Setting this flag in the PROJ_WORKSLIKE variable means that the actors\players that are hit by the projectile will receive direct damage in addition to hitradius, making the total damage close to twice PROJ_EXTRA, similar to the hard-coded RPG projectile. The projectile will also add momentum with direct damage, which can be used in conjunction with setting PROJ_HITRADIUS to 0 in order to create an effect like shooting a rock, if you want it to be realistic.|
|Yes||65536||PROJECTILE_RADIUS_PICNUM||This flag sets the projectile's picnum to its target's htpicnum instead of the default RADIUSEXPLOSION, or 1670.|
|Yes||524288||PROJECTILE_REALCLIPDIST||Allows the value of PROJ_CLIPDIST to take effect if set. Otherwise the hardcoded clipdist of 4 takes effect.|