A Explode: Difference between revisions
m (r3860 changes) |
m (→Example: Slight Example Edit) |
||
| Line 28: | Line 28: | ||
{ |
{ |
||
Death: |
Death: |
||
QEX1 A 0 [[ |
QEX1 A 0 [[A_PlaySound]]("Weapon/GenericExplode", Chan_Weapon) |
||
QEX1 A |
QEX1 A 5 '''A_Explode'''(100, 128) |
||
QEX1 |
QEX1 BCDE 5 |
||
QEX1 B 5 |
|||
QEX1 CDE 5 |
|||
Stop |
Stop |
||
} |
} |
||
Revision as of 00:55, 18 November 2012
A_Explode [(int explosiondamage [, int explosionradius [, bool hurtshooter [, bool alert[, int fulldamageradius[, int nails[, int naildamage]]]]]])]
A_Explode [(int explosiondamage [, int explosionradius [, int flags [, bool alert[, int fulldamageradius[, int nails[, int naildamage]]]]]])] (development version r3860+ only)
Performs an explosive (radius) attack. The amount of damage and the attack's radius are specified with explosiondamage and explosionradius, respectively. If the actor is a missile, you can set hurtshooter to 0 so that its originator will not be harmed by the attack. If the hurtshooter parameter is omitted, the shot will assume normal behavior and damage the shooter. The parameters are:
- explosiondamage: How much damage are inflicted at the center of the explosion. (Default: 128)
- explosionradius: The area covered by the damage (damage inflicted drop linearly with distance). (Default: 128)
- hurtshooter: Whether the shooter can be damaged by the explosions from his or her own projectiles. (Default: true) (deprecated in development version 3860, but still valid in official version 4.14.3.)
- flags: The following flags can be combined by using the | character between the constant names: (development version r3860+ only)
- XF_HURTSOURCE — Hurts the source: if set, the source can be damaged by the explosion. Note that the source is not necessarily the calling actor. This flag is set by default. (development version r3860+ only)
- XF_NOTMISSILE — Not a missile: if set, the calling actor is considered to be the source. By default, the calling actor is assumed to be a projectile, and the source is therefore considered to be the calling actor's target. (development version r3860+ only)
- alert: Whether the explosion rings the alarm? (Default: true)
- fulldamageradius: The area within which full damage is inflicted. (Default: 0)
- nails: The number of horizontal hitscan attacks performed in a ring. (Default: 0) A value of 30 emulates the A_NailBomb codepointer from SMMU, while still allowing to modify all other parameters from A_Explode.
- naildamage: The amount of damage inflicted by nails, if any. (Default: 10)
Do not use the old actor property method of passing the parameters. Only use the parameters of A_Explode directly.
Example
Actor MyGrenade : Grenade { Speed 17 BounceFactor 0.4 BounceCount 6 States { Death: QEX1 A 0 A_PlaySound("Weapon/GenericExplode", Chan_Weapon) QEX1 A 5 A_Explode(100, 128) QEX1 BCDE 5 Stop } }