deepthought Posted February 4, 2011 if a projectile fired from my weapon spawns another projectile, which kills a player, will the kill be counted as mine? 0 Share this post Link to post
Gez Posted February 4, 2011 Maybe. It depends on which function is used to spawn the subprojectile. If it transfers its parent's "target" pointer, then yes. If it uses its parent as the target pointer, then no. All projectile-spawning functions in the vanilla exe write the parent as the projectile's target, so you won't have any luck with DeHackEd tricks. 0 Share this post Link to post
deepthought Posted February 5, 2011 i'm using DECORATE with skulltag. i really need to remember to specify which port. but i'm creating a flamethrower. if a flame ball hits a wall or floor, it will spawn a fire. if it hits an actor, it will spawn a fire that sticks to them. the idea is that if anybody walks too close to the fire, it'll kill them. 0 Share this post Link to post
Gez Posted February 5, 2011 You'd need to use A_SpawnItemEx here, but unfortunately I think Skulltag doesn't have the transfer pointers flag yet, so you're out of luck. 0 Share this post Link to post
deepthought Posted February 5, 2011 for some reason just normal spawnitem worked. how would i get a grenade to do something, like leave a fire when it bounces? 0 Share this post Link to post