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Thfpjct

I want to make a specific explosion type

Question

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:

image.png.92bc7d93d0bb10bd4bc94d559cd9df0a.png

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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:

image.png.4a26e2ddb531545400e0a8c6a8494e04.png

(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.

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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:

image.png.4a26e2ddb531545400e0a8c6a8494e04.png

(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.

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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

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