Splah Damage
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
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Scuba Steve
- Posts: 1060
- Joined: Sat Mar 27, 2004 8:56 pm
Splah Damage
I was reading the tutorial on Monster decoration lumps... and I noticed NORADIUSDMG.
If you can set monsters to Splash damage immunity, is it possible to set the player to be immune to splash damage... like your own rocket launcher?
If you can set monsters to Splash damage immunity, is it possible to set the player to be immune to splash damage... like your own rocket launcher?
- chopkinsca
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- Joined: Thu Dec 11, 2003 5:03 pm
- Anakin S.
- Posts: 1067
- Joined: Fri Nov 28, 2003 9:39 pm
- Location: A long time ago in a galaxy far, far away...
But the rocket wouldn't have a particle trail. It would be really cool if there could be a generic actor function that spawns sparks or particles with arguments to set the color, distance, angle, x and y offsets.
Then again, we could probably make a particle trail by using Hexen's spark sprites and creating dozens of little projectiles spawned at random angles.
Then again, we could probably make a particle trail by using Hexen's spark sprites and creating dozens of little projectiles spawned at random angles.
- chopkinsca
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- Nanami
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- Joined: Tue Jul 15, 2003 5:13 pm
- Location: That little island pritch created.
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The particles are a little more complex than that though. There are orange ones and white ones. White ones stay at relatively the same Z height and spread a little before fading out. Orange ones tend to fall downward with slight variation before fading out.chopkinsca wrote:oops, PARTICLE trail... my bad.Anakin S. wrote:But the rocket wouldn't have a particle trail.
You could make another projectile actor with a small lifespan, speed of 0, and nogravity. Then set the rocket to fire this projectile every couple of frames in it's spawn state.
It'd be sort of hard to emulate.
