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CHGG A 10 A_CustomPunch(5000, 1, 0, "Blood")
CHGG A 0 A_FireCustomMissile("IceBall", -20, 0, -10, 10)EDIT: Ok, the fourth number in the second line is obviously missile height, still trying to figure out the rest.
EDIT 2: Trying this code out, I made a weapon that shoots ice grenades. However, the projectiles that spawn from the powered-up grenade aim vertically at the player. Here's the code:
Code: Select all
actor SuperIceGrenade
{
Radius 12
Height 8
Speed 20
Damage 10
+NoBlockmap
+LowGravity
+ActivatePCross
+ActivateImpact
+NoTeleport
+DropOff
+Missile
+DoomBounce
+IceDamage
ExplosionDamage 128
ExplosionRadius 128
SeeSound "weapons/rocklf"
DeathSound "weapons/rocklx"
States
{
Spawn:
MISL A 8
Loop
Death:
MISL B 8 A_Explode
MISL C 0 A_CustomMissile("SuperIceGrenade2",8,0,0)
MISL C 0 A_CustomMissile("SuperIceGrenade2",8,0,36)
MISL C 0 A_CustomMissile("SuperIceGrenade2",8,0,72)
MISL C 0 A_CustomMissile("SuperIceGrenade2",8,0,108)
MISL C 0 A_CustomMissile("SuperIceGrenade2",8,0,144)
MISL C 0 A_CustomMissile("SuperIceGrenade2",8,0,180)
MISL C 0 A_CustomMissile("SuperIceGrenade2",8,0,216)
MISL C 0 A_CustomMissile("SuperIceGrenade2",8,0,250)
MISL C 0 A_CustomMissile("SuperIceGrenade2",8,0,288)
MISL C 8 A_CustomMissile("SuperIceGrenade2",8,0,324)
MISL D 8 A_Explode
Stop
}
}
projectile SuperIceGrenade2
{
Sprite PLSS
Frames "AB"
DeathSprite PLSE
DeathFrames "ABCDE"
Radius 12
Height 8
Damage 5
Speed 20
NoBlockmap
NoGravity
ActivatePCross
ActivateImpact
NoTeleport
DamageType Ice
DeathSound "baron/shotx"
}