Use A_RadiusThrust on a puff so it doesn't affect the player
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Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
- Jekyll Grim Payne
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Use A_RadiusThrust on a puff so it doesn't affect the player
Is it possible to use A_RadiusThrust on a puff (produced by a melee attack) in such a way that the player who used the melee attack isn't affected? By default they are.
- Arctangent
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Re: Use A_RadiusThrust on a puff so it doesn't affect the pl
Either set the flags parameter to 0, or don't include RTF_AFFECTSOURCE if you've got other flags defined.
- Jekyll Grim Payne
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Re: Use A_RadiusThrust on a puff so it doesn't affect the pl
This is true for projectiles. I doesn't work on puffs.Arctangent wrote:Either set the flags parameter to 0, or don't include RTF_AFFECTSOURCE if you've got other flags defined.
- Arctangent
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Re: Use A_RadiusThrust on a puff so it doesn't affect the pl
A_RadiusThrust, like A_Explode, is designed to work on projectiles, yes, but all that means is that if you want to track the source of the effect, you need to set the calling actor's target to that source. So, you'll want +PUFFGETSOWNER, which does exactly that.
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Re: Use A_RadiusThrust on a puff so it doesn't affect the pl
I completely forgot about this. Thanks!Arctangent wrote:A_RadiusThrust, like A_Explode, is designed to work on projectiles, yes, but all that means is that if you want to track the source of the effect, you need to set the calling actor's target to that source. So, you'll want +PUFFGETSOWNER, which does exactly that.