Code: Select all
actor BloodDrop
{
+MISSILE
+NOBLOCKMAP
+DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
-NOGRAVITY
radius 1
height 1
mass 1
damage 0
scale 0.7
gravity .7
speed 3
deathsound "gibs/blooddrop"
renderstyle TRANSLUCENT
alpha 1.0
decal BloodSplat
states
{
spawn:
BLOD ABCDEF 1 A_FadeOut(0.01) // this way it disappears if it's falling down a long pit, to save memory
wait
death:
TNT1 A 0
TNT1 A 0 A_Scream
TNT1 A 1 A_ChangeFlag("CORPSE",1) // this way it disappears if it hits a wall, without showing splash sequence
wait
crash: // the splash sequence is shown here when hitting the floor
TNT1 A 0
TNT1 A 0 A_JumpIf(WaterLevel > 0, 7) // tried to use this, but seems like it only works on deep water, not on terrain water
TNT1 A 0 A_ChangeFlag("NOBLOCKMAP",0)
TNT1 A 0 A_Jump(128,2,3,4)
BSPT A -1
stop
BSPT B -1
stop
BSPT C -1
stop
BSPT D -1
stop
TNT1 A 1
stop
}
}
How do I make it disappear on liquid surfaces without making it a bouncing projectile?