Basically, what Im trying to do is have a projectile that will perform certain actions (as well as staying there for a while) upon hitting the level structure. For the floor and ceiling there's no issue, since we have A_CheckFloor and it's counterpart. But for the walls I dont know how to do it.
First I thought of the crash state, but that also applies if it hits a non bleeding actor, and considering I have monsters with +NOBLOOD, it will look bad to have the projectile sticking in the air when the monster moves. I dont want this to "stick" to monsters either. The case I have in hands applies only when hitting walls, ceiling or floor.
So, is there a way to have a projectile checking if it crashed with a wall to then do something?
Projectile hitting walls
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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.
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.
- DBThanatos
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- NeuralStunner
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Re: Projectile hitting walls
If Crash and XDeath states are defined, Death becomes the "has hit geometry" state.
- DBThanatos
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Re: Projectile hitting walls
Oh! That's what I get for not reading the wiki carefully!
Thank you
Thank you
