A_CustomSpray

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Re: A_CustomSpray

by NeuralStunner » Sun Dec 20, 2009 5:00 pm

It has a few parameters already, a few extra might not hurt. Although, if the tracers were like hitscans, and [wiki=Classes:BFGExtra]BFGExtra[/wiki] was handled as a puff, it would be less of an issue.

If you like, check out this code which I wrote up. It doesn't do damage in quite the same way, but I got it (kinda) close.
Spoiler: Hitscanned BFGBall

A_CustomSpray

by Major Cooke » Sun Dec 20, 2009 1:55 pm

Right now, A_BFGspray is seriously limited to basically spawning one simple sprite and damaging the enemy for a changeable amount of damage, and tracers. I've even tried adding +EXTREMEDEATH to the actor that calls A_BFGSpray and the actor that performs as the spray, and it didn't work at a low damaging value.

So would there be a way to have like, say... A_CustomSpray that allows the spray puffs to do more, such as perform A_CustomMissile, A_SpawnItemEx (not even that worked)? Also, another addition to it would be FOV allowing the spray to proceed in a narrower or wider distance than the screen, and maxdistance for how far away it can hit enemies.

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