tracer/projectile damage?
Posted: Tue Jan 31, 2023 2:13 am
I've been racking my head with zscript for a few days trying to figure out how...
To get the damage value of this bullet tracer...
To inherit the damage value of this SMG
Code: Select all
extend class _ZTracer
{
Default
{
DamageFunction 0;
Height 1;
Radius 1;
Speed 60;
DamageType "GeneralDamage";
+BLOODSPLATTER;
+MISSILE;
+PUFFONACTORS;
+FORCERADIUSDMG;
+RANDOMIZE;
+HITMASTER;
}
States {
Spawn:
TNT1 A 1;
loop;
Death:
TNT1 A 0 ;
PUFF A 0 Bright;
PUFF BBBBBBBBBBBBB 0 A_SpawnItemEx("CoolBulletPuff",0,0,0,random(-5,5),random(-5,5),random(-5,5));
PUFF AABBCCDD 1 Bright;
Stop;
XDeath: \/
QEX1 A 0 A_Explode(5 * random(1, 3), 3, 0, false, 30000);
Stop; /\
Code: Select all
ACTOR SMG : Weapon replaces Pistol
{
AttackSound "weapons/smg"
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "$GOTSMG"
//Inventory.RestrictedTo "PowerPlayer"
Obituary "$OB_SMG"
Weapon.AmmoType "Clip"
Weapon.AmmoGive 0
Weapon.AmmoUse 1
Weapon.SlotNumber 2
Weapon.Kickback 75
Weapon.SisterWeapon "SuperSMG"
Weapon.SelectionOrder 1900
+WEAPON.WIMPY_WEAPON
Tag "$TAG_SMG"
States
{
Select:
SMGG A 1 A_Raise
Loop
Deselect:
SMGG A 1 A_Lower
Loop
Ready:
SMGG A 1 A_WeaponReady
Loop
Fire:
SMGG A 1
SMGG A 0 A_GunFlash \/
SMGG B 3 A_FireBullets(5.6, 0, 1, 8)
SMGG CC 1 A_Refire /\
Goto Ready