I'm trying to make a smoke flare that can be picked up again after lighting it up and throwing it to the ground, so the players can move around with the lit flare in their hands.
To do this I made the following actor:
Code: Select all
Actor ActiveFlare : switchabledecoration
{
Radius 6
Height 6
Projectile
Speed 13
Damage (random (10, 10))
Damagetype Fire
Gravity 0.7
Projectile
+MISSILE
-NOGRAVITY
-BLOODSPLATTER
-EXTREMEDEATH
+BOUNCEONFLOORS
+BOUNCEONWALLS
+BOUNCEONCEILINGS
-NOTELEPORT
+THRUSPECIES
+USESPECIAL
Activation THINGSPEC_Activate
Species "Marines"
BounceFactor 0.5
WallBounceFactor 0.25
Health 5
SeeSound "GRNBNCE"
DeathSound "none"
scale 0.5
Radius 15
Height 11
+touchy
States
{
Spawn:
FLAR F 0 Bright
FLAR F 0 Bright
Midair:
FFLA ABCDEFGHABCDEFGHGFGHG 2 Bright
Death:
FFLA P 0 Bright A_PlaySoundEx("Flare/Loop", "SoundSlot7", 1, -1)
FFLA PQ 2 Bright
loop
Active:
FFLA P 0
FFLA P 1 ACS_NamedExecute("PICKFLARE")
TNT1 A -1
Stop
}
}
Why is it? Is it because I press use after the projectile dies? Shouldn't it activate anyway since I didn't use the THINGSPEC_NoDeathSpecial?
Is it because missiles can't be activated? In that case what could be a possible solution? I was thinking of creating another actor to be spawned from the death state of this one, and make that switchable, but wouldn't it lose all its current speed, velocity etc.?
