But in doing so I've come across a problem.
The weapon's projectile, when fired, activates a script apon spawning which changes its damage according to the variable.
This is all fine and good, no problems here.. The problem comes when it does the actual damage.. The damage follows the doom formula, when I want it to be an exact value, but there doesn't seem to be any
way to make this happen.
Here's the ACS Half of the code.
Code: Select all
int weapondamage = 3;
script 7 (void) // Weapon damage Script
{
SetActorProperty (0, APROP_Damage, weapondamage);
}
(I have also tried just putting in a basic formula to see if it somehow overrides it, like "SetActorProperty (0, APROP_Damage, (0 + weapondamage))")
Here is the DECORATE portion of the code.
Code: Select all
ACTOR Projectile
{
Radius 6
Height 8
Scale 0.5
Speed 10
FastSpeed 20
Damage (0)
Projectile
+RANDOMIZE
RenderStyle Normal
States
{
Spawn:
BAL1 A 0
BAL1 A 1 Bright ACS_Execute (7, 0) //Weapon Damage Script
Fly:
BAL1 AB 4
loop
Death:
BAL1 CDE 3 Bright
Stop
}
}
How would I go about fixing this?