Spoiler:
Actor FlakProjectile
{
Speed 40
Radius 6
Height 3
Damage 2
Projectile
Obituary "%o was ripped open and made medium-rare by %k's hot, shredded metal."
Gravity 0.5
BounceType Doom
BounceFactor 0.6
BounceCount 8
// BounceSound "Hotrod/FlakBounce"
+RIPPER
-NOGRAVITY
+MTHRUSPECIES
+BLOODLESSIMPACT
Scale 0.6
var int user_c;
States
{
Spawn:
TNT1 A 0 NoDelay {
A_PlaySound("Hotrod/Loop",5,0.1,1,2);
A_ScaleVelocity(frandom(0.75,1.25));
A_ChangeVelocity(0,0,frandom(4.0,5.0));
user_c = 0;
Return A_Jump(256,2,3,4,5,6,7,8);
}
Looplet:
SRHP ABCDEFGH 2 Bright {
A_SetUserVar("user_c", user_c + 1);
A_SpawnItemEx("HotflakTrail",0,0,0,0,0,0,0,SXF_TRANSFERALPHA|SXF_TRANSFERSPRITEFRAME|SXF_CLIENTSIDE);
A_SpawnItemEx("HotrodSpark",
frandom(6.0,-6.0),frandom(6.0,-6.0),frandom(6.0,-6.0),
frandom(-1.0,1.0),frandom(-1.0,1.0),frandom(1.0,2.0),
frandom(360.0,0.0),SXF_CLIENTSIDE,192);
If(user_c > 7)
{
user_c = 0;
}
}
Loop
Death:
"####" "#" 0 {
A_PlaySound("Hotrod/End",5,0.2);
A_SpawnItemEx("Hotflak",0,0,0,0,0,0,0,SXF_TRANSFERSPRITEFRAME|SXF_CLIENTSIDE);
}
"####" "#" 0 A_JumpIf(user_c == 0, "FrameA") //Mad hax, but couldn't do it other way.
"####" "#" 0 A_JumpIf(user_c == 1, "FrameB")
"####" "#" 0 A_JumpIf(user_c == 2, "FrameC")
"####" "#" 0 A_JumpIf(user_c == 3, "FrameD")
"####" "#" 0 A_JumpIf(user_c == 4, "FrameE")
"####" "#" 0 A_JumpIf(user_c == 5, "FrameF")
"####" "#" 0 A_JumpIf(user_c == 6, "FrameG")
"####" "#" 0 A_JumpIf(user_c == 7, "FrameH")
FrameA:
SRH2 A 0
Goto ColdStew
FrameB:
SRH2 B 0
Goto ColdStew
FrameC:
SRH2 C 0
Goto ColdStew
FrameD:
SRH2 D 0
Goto ColdStew
FrameE:
SRH2 E 0
Goto ColdStew
FrameF:
SRH2 F 0
Goto ColdStew
FrameG:
SRH2 G 0
Goto ColdStew
FrameH:
SRH2 H 0
Goto ColdStew
ColdStew:
"####" "#" 0 A_SpawnItemEx("Coldflak",0,0,0,0,0,0,0,SXF_TRANSFERSPRITEFRAME|SXF_CLIENTSIDE)
Stop
}
}
Bouncing projectile isn't working with RIPPER
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Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Bouncing projectile isn't working with RIPPER
I'm playing Doom Incarnate and once upgraded, the SSG can fire bouncing flak projectiles that have RIPPER. They just hit an actor and stop. I tried 4.6.1 and 4.3.3. Here's the code.
Spoiler:
Re: Bouncing projectile isn't working with RIPPER
Relevant?
viewtopic.php?f=2&t=69784&p=1165083
viewtopic.php?f=2&t=69784&p=1165083
Re: Bouncing projectile isn't working with RIPPER
It is. Sorry for the duplicate post, and thank you for the help.