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what do you mean by: "no damagefactor in weapon script"?
actor DustCrusher{PROJECTILERadius 10Height 10scale 2.5damage (30)speed 30damagetype "DustCrusher"States{Spawn:DUST A 4loopDeath:MMFX B 0 A_SpawnItemEx("DustBit1",0,0,0,28,0,0,45)MMFX B 0 A_SpawnItemEx("DustBit2",0,0,0,28,0,0,-45)MMFX B 0 A_SpawnItemEx("DustBit3",0,0,0,28,0,0,225)MMFX B 0 A_SpawnItemEx("DustBit4",0,0,0,28,0,0,-225)MMFX BCDE 2stop}}actor DustBit1{PROJECTILERadius 6Height 6scale 2.5damage (8)speed 28states{Spawn:DUST B 4loop}}
actor ProtoShotC : ProtoShot replaces ProtoShot{States{Spawn:TNT1 A 2BUST A 1 A_ChangeFlag("THRUGHOST", 0)BUST A 1goto spawn+2}}actor ProtoShot3C : ProtoShot3 replaces ProtoShot3{damagetype "Proto3"}actor DustBit1C : DustBit1 replaces DustBit1{damagetype "Dust"}actor DustBit2C : DustBit2 replaces DustBit2{damagetype "Dust"}actor DustBit3C : DustBit3 replaces DustBit3{damagetype "Dust"}actor DustBit4C : DustBit4 replaces DustBit4{damagetype "Dust"}actor TornadoHoldPodC : TornadoHoldPod replaces TornadoHoldPod{Damagetype "TornadoHold"}actor JunkProjectileC : JunkProjectile replaces JunkProjectile{damagetype "JunkShield"}actor ThunderClawDamagerC : ThunderClawDamager replaces ThunderClawDamager{damagetype "ThunderClaw"}
Yeah, not all damaging projectiles have a damagefactor for some reason. Just plop this somewhere to fix it: (click to show/hide)Code: [Select]actor ProtoShotC : ProtoShot replaces ProtoShot{States{Spawn:TNT1 A 2BUST A 1 A_ChangeFlag("THRUGHOST", 0)BUST A 1goto spawn+2}}actor ProtoShot3C : ProtoShot3 replaces ProtoShot3{damagetype "Proto3"}actor DustBit1C : DustBit1 replaces DustBit1{damagetype "Dust"}actor DustBit2C : DustBit2 replaces DustBit2{damagetype "Dust"}actor DustBit3C : DustBit3 replaces DustBit3{damagetype "Dust"}actor DustBit4C : DustBit4 replaces DustBit4{damagetype "Dust"}actor TornadoHoldPodC : TornadoHoldPod replaces TornadoHoldPod{Damagetype "TornadoHold"}actor JunkProjectileC : JunkProjectile replaces JunkProjectile{damagetype "JunkShield"}actor ThunderClawDamagerC : ThunderClawDamager replaces ThunderClawDamager{damagetype "ThunderClaw"}As for the rest, try adding +CANTSEEK to the wall actor. That might not fix it, but it's worth a shot.