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fiend-o-hell

Quick question for zdoom---Using A_Countdown?

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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.

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A_Countdown uses the reaction time property since projectiles don't use it for normal purposes (It was originally used by Strifes grenades)

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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.

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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
   }
}

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