Foxhead Posted October 6, 2019 I want to make a Explosion like this, but i don't know where to begin, and how to do it i have been only making Guns all this time. can someone help me with this? thanks for the time. little sketch: 1 Share this post Link to post
0 nue Posted October 6, 2019 37 minutes ago, Thfpjct said: Well, what you desire probably will lag a lot of peoples computers. Also what explosion it is (Like a barrel or rocket explosion) could depend on how you code it Regarding the particles if its a barrel you could add a CUSTOMMISSLE do the death of the object, like this: Spoiler Actor BorgNailBombBig { Radius 24 Height 24 Speed 20 Reactiontime 35 SEESOUND "Weapons/NBBounce" DEATHSOUND "Weapons/NailBombExp" Scale 1.4 PROJECTILE -SHOOTABLE +DOOMBOUNCE +RANDOMIZE +GRENADETRAIL -NOGRAVITY +CANBOUNCEWATER +BOUNCEONACTORS states { Spawn: NBMB A 2 A_Countdown NBMB AB 6 Loop Death: WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 0) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 20) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 40) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 60) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 80) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 100) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 120) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 140) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 160) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 180) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 200) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 220) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 240) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 260) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 280) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 300) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 320) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 340) WSMK ABCDE 5 Stop } } (This is for an enemy when he dies, stuff like borgnail1 in your case are the pieces of dirt, the WSMK E stuff is the name of the sprites) in their case (and yours) borgnail1 will need to be defined too. Maybe kinda like this: ACTOR Whatever is called(Dirt1 lets call it) 16100 { Radius 16 Height 16 States { Spawn: Name of your dirt sprite -1 Stop } } To add the angle (X formation) change the third value or the italicized value to 0, 90, 180, 270 (You only need 4 custommissiles) To add the sprites, put sprites in between the custom missiles. You can use this one: (If your using this sprite sheet, credit it to Amuscaria) Uhhhh so I probably didnt explain this the best (Probably explained this real shitty) but I hope I shone at least some light on the subject. 0 Share this post Link to post
0 Foxhead Posted October 6, 2019 56 minutes ago, Rhebiz said: Well, what you desire probably will lag a lot of peoples computers. Also what explosion it is (Like a barrel or rocket explosion) could depend on how you code it Regarding the particles if its a barrel you could add a CUSTOMMISSLE do the death of the object, like this: Reveal hidden contents Actor BorgNailBombBig { Radius 24 Height 24 Speed 20 Reactiontime 35 SEESOUND "Weapons/NBBounce" DEATHSOUND "Weapons/NailBombExp" Scale 1.4 PROJECTILE -SHOOTABLE +DOOMBOUNCE +RANDOMIZE +GRENADETRAIL -NOGRAVITY +CANBOUNCEWATER +BOUNCEONACTORS states { Spawn: NBMB A 2 A_Countdown NBMB AB 6 Loop Death: WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 0) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 20) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 40) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 60) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 80) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 100) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 120) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 140) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 160) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 180) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 200) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 220) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 240) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 260) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 280) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 300) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 320) WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 340) WSMK ABCDE 5 Stop } } (This is for an enemy when he dies, stuff like borgnail1 in your case are the pieces of dirt, the WSMK E stuff is the name of the sprites) in their case (and yours) borgnail1 will need to be defined too. Maybe kinda like this: ACTOR Whatever is called(Dirt1 lets call it) 16100 { Radius 16 Height 16 States { Spawn: Name of your dirt sprite -1 Stop } } To add the angle (X formation) change the third value or the italicized value to 0, 90, 180, 270 (You only need 4 custommissiles) To add the sprites, put sprites in between the custom missiles. You can use this one: (If your using this sprite sheet, credit it to Amuscaria) Uhhhh so I probably didnt explain this the best (Probably explained this real shitty) but I hope I shone at least some light on the subject. Thank you! this surely will help me to get started. 1 Share this post Link to post
0 zen4040 Posted October 7, 2019 either you create a whole animation for it, create an actor that plays the animation and dies and have the missile or object that causes the explosion just spawn that actor with A_SpawnItem or A_SpawmItemEx or you could be a little fancier and make a more dynamic explosion by, using a basic explosion animation actor which could look like as simple as this using doom's sprites: ACTOR Explosion{ Damage20 States{ Spawn: Death: MISL BCD 6 Bright } } and then where the explosive actor spawns the explosion you just spawn multiple explosions in different directions, using the velocity arguements of A_SpawnItemEx. If the explosion is supposed to be the result of hitscan weapon then just use Explusion as the puff type of A_FireBullets 0 Share this post Link to post
I want to make a Explosion like this, but i don't know where to begin, and how to do it
i have been only making Guns all this time.
can someone help me with this? thanks for the time.
little sketch:
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