Ezxariarch Posted January 29, 2006 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? 0 Share this post Link to post
myk Posted January 29, 2006 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. 0 Share this post Link to post
TheDarkArchon Posted January 29, 2006 I've had it work before: Try adding +NOTARGET to the shooter. 0 Share this post Link to post
Ezxariarch Posted January 30, 2006 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 } } 0 Share this post Link to post
Negatronica Posted January 30, 2006 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? 0 Share this post Link to post
Ezxariarch Posted January 30, 2006 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. 0 Share this post Link to post
TheDarkArchon Posted January 30, 2006 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 } } 0 Share this post Link to post