Code: Select all
ACTOR SuperfunBall
{
PROJECTILE
+HEXENBOUNCE
ReactionTime 7
(Other Properties)
States
{
Spawn:
BALL A 35
BALL A 0 A_Countdown
Loop
Death:
BALL A 4 A_FadeOut
Stop
}
}
Code: Select all
ACTOR SuperfunBall
{
PROJECTILE
+HEXENBOUNCE
ReactionTime 7
(Other Properties)
States
{
Spawn:
BALL A 35
BALL A 0 A_Countdown
Loop
Death:
BALL A 4 A_FadeOut
Stop
}
}
Awesome! This would do perfect. For now, I had to put like 64 lines of command than put "goto Death". Which was stupid. Thanks a bunch dude!Deathsong12 wrote:You clould use A_Countdown. It reduces the Reactiontime of the projectile by one each time it is called, and jumps to the death state when that property reaches zero. Reactiontime effects projectiles in no way, except when used by this codepointer. Example:This projectile will exist for seven seconds, and then fade away.Code: Select all
ACTOR SuperfunBall { PROJECTILE +HEXENBOUNCE ReactionTime 7 (Other Properties) States { Spawn: BALL A 35 BALL A 0 A_Countdown Loop Death: BALL A 4 A_FadeOut Stop } }
Ah, thanks. That clears it up. DO you know of a way to make the wraithverge in doom (the souls automatically seek out targets and move from target to target as they kill them). Right now, my weapon has RIPPER and SEEKERMISSILE on so it clings to the target and deams a lot of damage to big targets, and not so much to smaller ones (Takes only 1 shot to kill the spidermastermind, but 7 for the cyberdemon). Do you know of a better way to do this?Caligari_87 wrote:I think since they damage every tic that they're in contact, that's why they do more. A standard rocket will do 20*8 damage when it hits, but a ripper rocket will do 20*8 damage every tic that it's inside the monster, resulting in massive damage.