Weapon help for Multiplayer
Posted: Tue Feb 13, 2007 9:44 pm
by Theshooter7
I need an answer, quick!
Sabbat Martyr Deathmatch is going to be released soon, but we have a problem with one of the new weapons: Whenever someone is fragged by a proxy mine, it counts as a suicide for the one who tripped it. Is there any way to fix this code so that is still holds ownership? Thanks in advance.
Sabbat Martyr Deathmatch is going to be released soon, but we have a problem with one of the new weapons: Whenever someone is fragged by a proxy mine, it counts as a suicide for the one who tripped it. Is there any way to fix this code so that is still holds ownership? Thanks in advance.
Spoiler:Code: Select all
//================================================== //Prox Launcher // //Resources Gathered by Mechadon and Strikerman // //DECORATE Code by Strikerman // //================================================== ACTOR ProxProj { Radius 5 Height 5 Health 15 Damage 18 Speed 0 Scale 0.9 Mass 9999999 Meleerange 172 +FIXMAPTHINGPOS +DOOMBOUNCE +NOBLOOD +SHOOTABLE +MISSILE +NOGRAVITY +GHOST +THRUGHOST +LOOKALLAROUND States { Spawn: NULL AA 1 A_Look NULL A 0 A_Look loop See: PROX AAABBBAAABBB 1 A_Chase PROX A 0 A_Look NULL A 0 loop Melee: PROX A 1 A_FaceTarget PROX A 0 A_FaceTarget PROX A 15 A_Playsound("ProxBeep") BNG4 A 0 BRIGHT A_Playsound("weapons/rocklx") BNG4 A 0 BRIGHT A_SetTranslucent(0.5, 1) BNG4 A 2 BRIGHT A_Explode(216, 184, 1) BNG4 B 2 BRIGHT BNG4 C 2 BRIGHT BNG4 D 2 BRIGHT BNG4 E 2 BRIGHT BNG4 F 2 BRIGHT BNG4 G 2 BRIGHT BNG4 H 2 BRIGHT BNG4 I 2 BRIGHT BNG4 J 2 BRIGHT BNG4 K 2 BRIGHT BNG4 L 2 BRIGHT BNG4 M 2 BRIGHT BNG4 N 2 BRIGHT NULL A 0 stop Death: BNG4 A 0 BRIGHT A_Playsound("weapons/rocklx") BNG4 A 0 BRIGHT A_SetTranslucent(0.5, 1) BNG4 A 2 BRIGHT A_Explode(184, 128, 1) BNG4 B 2 BRIGHT BNG4 C 2 BRIGHT BNG4 D 2 BRIGHT BNG4 E 2 BRIGHT BNG4 F 2 BRIGHT BNG4 G 2 BRIGHT BNG4 H 2 BRIGHT BNG4 I 2 BRIGHT BNG4 J 2 BRIGHT BNG4 K 2 BRIGHT BNG4 L 2 BRIGHT BNG4 M 2 BRIGHT BNG4 N 2 BRIGHT NULL A 0 Stop } } ACTOR ProxProj2 { Radius 5 Height 5 Damage 0 Speed 40 Scale 0.9 +MISSILE +THRUGHOST +CORPSE +DROPOFF +NOBLOCKMAP States { Spawn: PROX A 0 A_Gravity PROX AA 5 NULL A 0 Loop Death: PROX A 0 A_PlaySound("Proxhit") PROX A 0 A_ScreamAndUnblock PROX A 0 A_CustomMissile("ProxProj",0,0,0,6) NULL A 1 Stop } } ACTOR ProxLauncher : Weapon 21002 { Inventory.PickupSound "Weapons/Pickup" Inventory.PickupMessage "You got the Prox Launcher!" Obituary "%o tripped over %k's proximity mine." Weapon.AmmoType "ProxMines" Weapon.AmmoGive 5 Weapon.AmmoUse 1 Weapon.Kickback 200 Inventory.PickUpSound "misc/w_pkup" States { Spawn: PRXP A -1 Loop Ready: PRXL A 1 A_WeaponReady Loop Deselect: PRXL A 1 A_Lower Loop Select: PRXL A 0 A_Raise PRXL A 1 A_Raise Loop Fire: PRXL A 0 BRIGHT A_Playsound("proxlaunch") PRXL B 2 BRIGHT A_FireCustomMissile("ProxProj2",0,1,0,0) PRXL C 2 PRXL D 2 PRXL E 1 PRXL A 1 PRXL A 30 PRXL A 1 A_REFIRE Goto Ready } }