Here's the whole code,with weapon,the problem with this projectile,when i added this property and i still hurt myself,but i want the opposite.....
Code: Select all
Actor Q2Rocket : Rocket
{
Speed 20
Damage 25
Projectile
-ROCKETTRAIL +BRIGHT
+FORCERADIUSDMG
Donthurtshooter
DeathSound "Weapons/RocketExplosion"
//Decal Scorch
States
{
Spawn:
MIS1 AAAAA 0 A_SpawnItemEx(Q2GrenadeSmoke,Random2(5),0,Random2(5),0,0,FRandom(0.1,0.5),Random(1,360),0,128)
MIS1 A 0 A_SpawnItemEx(Q2RocketTrail,0,0,0,FRandom(0,0.5),0,FRandom(-0.5,0),Random(1,360),128)
MIS1 A 1 Light(ROCKET) A_PlaySound("Weapons/RocketFly",CHAN_VOICE,0.66,1)
Loop
Death:
MIS1 A 5 A_Explode
MIS1 A 0 A_PlaySound("Weapons/GrenadeExplosion")
MIS1 A 0 A_SpawnItem(Q2Explosion)
Stop
}
}
Actor Q2RocketTrail : Q2GrenadeSmoke { Translation "80:111=160:167" }
Actor Q2RocketLauncher : Q2Weapon
{
Tag "Rocket Launcher"
Inventory.PickupMessage "Rocket Launcher"
Inventory.PickupSound "Q2Misc/W_Pkup"
Weapon.SelectionOrder 500
Weapon.AmmoGive 5
Weapon.AmmoType Q2Rockets
Weapon.AmmoUse 1
Weapon.SlotNumber 7
Inventory.Icon "W_RLNCHR"
+INVENTORY.ALWAYSPICKUP
States
{
Spawn:
RLAU A -1
Stop
Raise:
RCK0 ABCDE 4
Goto Ready+1
Deselect:
RCK0 N 2
RCK1 WXYZ 3
Goto InstantDeselect
Ready:
TNT1 A 0 A_Jump(32,2)
RCK0 N 1 A_WeaponReady
Loop
RCK0 "OPQRSTUVWXYZ[^]" 5 A_WeaponReady
RCK1 ABCDEFGHIJKLMNOPQRSTUV 5 A_WeaponReady
Goto Ready+1
Fire:
TNT1 A 0 A_JumpIfInventory(PowerSilencer,1,4)
TNT1 A 0 A_AlertMonsters
RCK0 N 2 A_PlaySound("Weapons/RocketLauncherFire",CHAN_WEAPON)
RCK0 F 0 A_Jump(256,2)
RCK0 N 2 A_PlaySound("Weapons/RocketLauncherFire",CHAN_WEAPON,0.5,0,3)
RCK0 F 0 A_FireCustomMissile(Q2Rocket,0,1,4,3)
RCK0 F 3 A_GunFlash
RCK0 G 3
RCK0 H 0 A_JumpIfInventory(PowerSilencer,1,4)
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("Weapons/RocketLauncherLoad",0)
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_PlaySound("Weapons/RocketLauncherLoad",0,0.5,0,3)
RCK0 HIJ 3
RCK0 KLM 5
Goto Ready
DFire:
RCK0 HIJK 3
RCK0 LM 5 A_WeaponReady
Goto Ready
Flash:
TNT1 A 1 A_Light2
TNT1 A 0 A_Light1
Goto LightDone
}
}