Melonpizza Posted April 7, 2021 (edited) Hello, while i was making another weapon for my mod. it kinda worked, it has Velocity and stuff, but as soon it collides with some thing it disappiers Here´s the code for the weapon itself: Actor ********** : weapon 8694 { obituary "********************" Weapon.selectionorder 1100 weapon.ammouse 1 weapon.ammogive 1 weapon.ammotype "**********" inventory.pickupmessage "****************" weapon.slotnumber 5 +weapon.noalert +weapon.alt_uses_both states { select: BBTH A 1 a_raise loop deselect: BBTH A 1 a_lower loop ready: BBTH A 1 a_weaponready loop fire: BBTH A 1 a_firecustommissile("bottletheexplosive",0,true,2,1,0,0) goto ready altfire: DRIK ABC 3 DRIK ABC 3 DRIK ABCD 3 DRIK E 10 a_custompunch(0,true,0,0,99999999999999999,15,15,0,0,0) DRIK CBA 3 DRIK CBA 3 DRIK DCBA 3 goto "bottlereplace" bottlereplace: DRIK F 1 a_lower goto select yeet1: BBTH F 6 a_firecustommissile ("bottletheexplosive",0,true,0,1,0,0) BBTH G 3 BBTH G 1 a_checkreload goto select yeet2: BBTH F 4 a_firecustommissile ("yeet2bottle",0,true,0,2,0,0) BBTH G 3 BBTH G 1 a_checkreload goto select } } //info for the code 1\\ -it has a temporary fire state that is only for testing purposes -the alt fire should regenerate 15 health, i sure will find a way to do this with the help of zdoom wiki, but if you want, you can also answer that -yeet1 and 2 are the two diffrent throwing scales, yeet 1 fires the normal projectile, while yeet 2 fires the exact same projectile, but with slightly diffrent stats (i will also post the code for them), and will add also yeet0, for more tactical uses (the numbers at the end of "yeet" indentify the strengh) but there are not implemented because i still can not find a way how to do this, i could give fire yeet 0, and hold yeet1. But i did not find a thing thats like a_refire, but it´s turned around ( if you hold it keeps going, when you release it´s going to the defined state (or ready)) a_ weaponready wont also work because the player could lust take his time, and it would ruin the difficuilty, he could just do another thing, he could also not fire until yeet2, and a feauture would not work that i will impement, and that is if the player houlds it too long, it will kill him(i want to implement that because it´s very build engine, and also because it should behave like dynamite(inspireation comes mosty from redneck rempage) . and heres the code for the projectiles: actor ****************** { Height 4 radius 4 damage 100 speed 10 alpha 1 PROJECTILE +BLOODLESSIMPACT +noextremedeath +bounceonfloors +bounceonceilings +bounceonactors states { spawn: BOTL A 1 a_gravity BOTL A 5 a_jumpif(random(5,10) == 8,"death") BOTL A 0 a_changevelocity(15,5,0,cvf_relative,aaptr_default) loop death: LRAF A 3 LRAF A 1 a_explode(40,50,0,false,20,0,0,0,0) stop } } actor yeet2***** : ************** { states { spawn: BOTL A 1 a_gravity BOTL A 0 a_changevelocity(30,20,0,cvf_relative,aaptr_default) loop bounce: BOTL A 1 a_changevelocity(10,5,10,cvf_relative,aaptr_default) BOTL A 0 a_jumpif (random(5,10) == 8,"death") loop } } it's suposed to explode after a random time. I hope the doom modders can help me out, and i also hope the answer to this Problem helps other people. (i put a *, to replace thingd i dont wanna spoil) (i apologise, if there´s bad english) (you can also post your answer in ACS) Edited April 26, 2021 by ebigautisticnerd : So the topic says here 0 Share this post Link to post
baja blast rd. Posted April 7, 2021 @ebigautisticnerd this subforum has had plenty of DECORATE-related questions. Wads & Mods is generally for releases and projects, or talking about wads and mods, not editing help. Please don't start a duplicate thread there again. You'll get more answers here. :) 0 Share this post Link to post
Melonpizza Posted April 8, 2021 i reposted all over again because it didn't show up by me. So i thougt it wasn't Uploaded. sorry for the inconvienience 1 Share this post Link to post