Editing Creating a projectile
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Latest revision | Your text | ||
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seesound keenpn // Keen pain sound. | seesound keenpn // Keen pain sound. | ||
deathsound keendt // Keen death sound. | deathsound keendt // Keen death sound. | ||
addflags TRANSLUCENT | addflags TRANSLUCENT|SPACMISSILE // Makes the projectile translucent and allows it | ||
States | States | ||
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Loop | Loop | ||
Death: | Death: | ||
BAL1 CDE 5 Bright A_Mushroom // A_Mushroom is what gives the explosive property of our projectile. | BAL1 CDE 5 Bright A_Mushroom //A_Mushroom is what gives the explosive property of our projectile. | ||
// It spawns an explosion, and then a number of MancubusShot projectiles. | // It spawns an explosion, and then a number of MancubusShot projectiles. | ||
Stop // As the previous frame has a finite duration, this function is called and | Stop // As the previous frame has a finite duration, this function is called and | ||
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Simply going into the game and firing a rocket launcher, being fired at by a Cyberdemon, or using "summon DriftingEnergyNuke" will create this new projectile that we've created. | Simply going into the game and firing a rocket launcher, being fired at by a Cyberdemon, or using "summon DriftingEnergyNuke" will create this new projectile that we've created. | ||
For the projectile we will be using new assets. Like the prior tutorial, we want to import the entries from SS_START to SS_END from [http://www.realm667.com/index.php/en/component/docman/?task=doc_download&gid=285 the aracnorb] from the Realm667 bestiary by [ | For the projectile we will be using new assets. Like the prior tutorial, we want to import the entries from SS_START to SS_END from [http://www.realm667.com/index.php/en/component/docman/?task=doc_download&gid=285 the aracnorb] from the Realm667 bestiary by [http://doomwiki.org/wiki/James_Paddock_(Jimmy) James Paddock (Jimmy)]. | ||
thingtype AracnorbBall | thingtype AracnorbBall | ||
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deathsound firxpl | deathsound firxpl | ||
addflags TRANSLUCENT|SPACMISSILE // This adds the flags so that the projectile is translucent and can activate | addflags TRANSLUCENT|SPACMISSILE // This adds the flags so that the projectile is translucent and can activate | ||
// generalised linedefs marked with the MISSILE special activation flag | // generalised linedefs marked with the MISSILE special activation flag | ||
States | States | ||
@" | @" |