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Ezxariarch

How to I get my rippers to stop hurting mysefl?

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In heretic, the Dragon claw's powered up form fires rippers from the blast puff, they dont hurt the player. In my wad, I have a weapon that shoots out a projectil that explodes into a ring of rippers, but they hurt me. Is there a way for me to make it so it doesnt, or is the heretic Claw hard coded in?

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If I'm not mistaken: since the projectile is a separate thing its children, the rippers, consider you separate and not a "friend." It there's a "player friend" flag you can set on the projectile, it's rippers will not hurt you. Apparently you can do that from the DECORATE lump.

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I added the NOTARGET flag to the Projectiles that shoots the secondary rippers. But it still hurts me as well as any monster that uses it. Here's the decorate for the projectiles:

ACTOR Ripper1
{
Radius 8
Height 8
Speed 30
Damage 8
RENDERSTYLE NORMAL
ExplosionDamage 64
ExplosionRadius 64
PROJECTILE
DONTHURTSHOOTER
Seesound "weapons/macefi"
DeathSound "weapons/maceex"
States
{
Spawn:
RIP1 ABC 3 Bright
loop
Death:
RIP1 D 1 Bright A_Explode
RIP1 D 0 Bright A_SetTranslucent (0.67,1)
RIP1 D 0 Bright A_CustomMissile("Ripper2",0,0,45)
RIP1 D 0 Bright A_CustomMissile("Ripper2",0,0,90)
RIP1 D 0 Bright A_CustomMissile("Ripper2",0,0,135)
RIP1 D 0 Bright A_CustomMissile("Ripper2",0,0,225)
RIP1 D 0 Bright A_CustomMissile("Ripper2",0,0,270)
RIP1 D 0 Bright A_CustomMissile("Ripper2",0,0,315)
RIP1 D 2 Bright
stop
}
}

ACTOR Ripper2
{
Radius 5
Height 5
Speed 40
Damage 3
PROJECTILE
RENDERSTYLE NORMAL
+RIPPER
DeathSound "weapons/firx2"
States
{
Spawn:
RIP2 A 3 Bright
RIP2 B 3 Bright
loop
Death:
RIP2 C 0 Bright A_SetTranslucent (0.67,1)
RIP2 CDEFG 3 Bright
stop
}
}

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I think notarget just means monsters won't try to shoot it. I thought MissileType "ripper2" would solve the problem but it didn't for me. I made a missile that spews poison gas when it explodes and the gas hurts anything that can be damaged, including the shooter. Maybe theres no way to protect the shooter?

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Shtbag667 said:

I think notarget just means monsters won't try to shoot it. I thought MissileType "ripper2" would solve the problem but it didn't for me. I made a missile that spews poison gas when it explodes and the gas hurts anything that can be damaged, including the shooter. Maybe theres no way to protect the shooter?


Well, i've edited the secondary rippers shooting angle to allow the player to strafe without getting hurt when shooting. So i guess it solves the problem, more or less. The weapon was intended to be dangerous like the Rocket Launcher. I'm just worried about multiplayer; with the players all using this weapon at different spots, it would be hazardous.

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This works for me...

ACTOR EFCBomb 
{
	Scale 1.5
	Height 1
	Radius 1
	Damage 0
	Speed 2
	ExplosionDamage 8192
	ExplosionRadius 1024
	MissileHeight 0
	SeeSound "weapons/EFCFire"
	DeathSound "weapons/EFCExplode"
	PROJECTILE
	DONTHURTSHOOTER
	+NOCLIP
	+NOTARGET
	States
	{
	Spawn:
          BFS1 AB 16 BRIGHT
          BFS1 AB 8 BRIGHT
          BFS1 AB 4 BRIGHT
          BFS1 AB 2 BRIGHT
          BFS1 ABABABABABABABABABABABABABABAB 1 BRIGHT
          Goto Death
        Death:
	    NUKE A 0 BRIGHT A_Die
	    NUKE A 0 BRIGHT A_Scream
          NUKE AB 4 BRIGHT A_Gravity 
          NUKE C 0 BRIGHT A_Explode
          NUKE C 0 BRIGHT A_CustomMissile("EFCSmallBall_", 0, 0, 0)
          NUKE C 0 BRIGHT A_CustomMissile("EFCSmallBall_", 0, 0, 60)
          NUKE C 0 BRIGHT A_CustomMissile("EFCSmallBall_", 0, 0, 120)
          NUKE C 0 BRIGHT A_CustomMissile("EFCSmallBall_", 0, 0, 180) 
          NUKE C 0 BRIGHT A_CustomMissile("EFCSmallBall_", 0, 0, 240)
          NUKE C 0 BRIGHT A_CustomMissile("EFCSmallBall_", 0, 0, 300)
          NUKE DEFGHIJKLMNOPQRSTU 4 BRIGHT
          Stop
      } 
}

ACTOR EFCSmallBall_
{
     Speed 10
     Radius 12
     Height 20
     Damage 250
     ExplosionRadius 512
     ExplosionDamage 416
     DeathSound "weapons/bfgx"
     PROJECTILE
     DONTHURTSHOOTER   
     +RIPPER
     States
     {
     Spawn:                        
       BFS1 A 2 BRIGHT         
       BFS1 B 2 BRIGHT
       Loop
     Death:
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 0)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 30)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 60)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 90)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 120)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 150)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 180)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 210)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 240)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 270)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 300)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 330)
	 BFE1 A 4 BRIGHT A_Explode
       BFE1 BCDEF 4
       Stop
    }
}    

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