fiend-o-hell Posted May 17, 2006 hi, just needed some quick help with this for zdoom. Im trying to make a projectile that dies right after it is thrown by the the parent actor and I didnt know how to specify the perameters for A_CountDown or A_CountDownArg. Thanks. 0 Share this post Link to post
TheDarkArchon Posted May 17, 2006 A_Countdown uses the reaction time property since projectiles don't use it for normal purposes (It was originally used by Strifes grenades) 0 Share this post Link to post
fiend-o-hell Posted May 17, 2006 ah yes, what is this reaction time property because the wiki doesn't explain? Is there another way of creating a projectile that dies at a given time interval. 0 Share this post Link to post
TheDarkArchon Posted May 17, 2006 It's an actor property. In monsters it's used to determine the length of time it takes (in tics) to react to being shot. In projectiles, it's decremented every time A_CountDown it's called and explodes the projectile when zero since it can't serve it's normal purpose for obvious reasons (This was a Strife thing at first.) Take this example (Modified from the MRW) ACTOR GrenadeShot { Radius 4 Height 3 Damage 1 PROJECTILE - NOGRAVITY +HEXENBOUNCE SeeSound "weapons/grenhit" DeathSound "weapons/grenexpl" ReactionTime 12 ExplosionDamage 160 ExplosionRadius 192 States { Spawn: GRNS AB 3 A_Countdown Loop Death: GRNE A 2 Bright A_Explode GRNE BCDEFGHIJKLMN 3 Bright Stop } } 0 Share this post Link to post
fiend-o-hell Posted May 17, 2006 Ah now i see. Thanks for clearing that up for me archon. 0 Share this post Link to post