I'm messing around with bullet weapons, and looking to create a more "realistic" bullet system. However, I've been stumped lately by the prospect of replicationg the hitscan bulletpuff system. How would I go about Getting a projectile to spawn a "Blood" actor (or act like one) when hitting an actor that bleeds, and defaulting to a bulletpuff(or similar visual trick) when hitting a NOBLOOD actor, or a wall?
Making it RIPPER spawns the blood, but complications arise from that as well (The ripping itself, for instance)
But thats about as far as I've gotten.
A Projectile capable of checking target properties?
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- Mortarion
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Re: A Projectile capable of checking target properties?
What you're asking for is very possible. The magic is in the states.
By default, a projectile enters its Death state when hitting a wall, enemy, barrel, or anything. However, if you give it an XDeath state, it will enter that instead when it hits a bleeding actor (like an enemy). Use that to spawn some blood and you're all set.
Similarly, defining a Crash state will cause it to enter that when it hits a shootable actor with +NOBLOOD set (barrels are the most obvious example), so you can further customize things to your liking.
Hope this helps.
By default, a projectile enters its Death state when hitting a wall, enemy, barrel, or anything. However, if you give it an XDeath state, it will enter that instead when it hits a bleeding actor (like an enemy). Use that to spawn some blood and you're all set.
Similarly, defining a Crash state will cause it to enter that when it hits a shootable actor with +NOBLOOD set (barrels are the most obvious example), so you can further customize things to your liking.
Hope this helps.

- Mortarion
- Posts: 120
- Joined: Wed Jan 23, 2008 5:36 pm
- Location: www.freewebs.com/forsakendoom
- Contact:
Re: A Projectile capable of checking target properties?
Oh, cool. thanks for that.
Hope psychic goes well.
Hope psychic goes well.