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How do I do that?And whats a Parameter in this engine. Also, I'm sorry if this all sounds Noob-Tier. I'm just an idiot who knows nothing about Decorate or ACS.
How do i make a chained projectile?
actor HardKnuckleWep : MegaBuster 10049{//$Category MM8BDM-WeaponsWeapon.AmmoUse 4Weapon.AmmoGive 28Weapon.SlotNumber 5Obituary "%o was smacked by %k's Hard Knuckle."Inventory.Pickupmessage "Power up! Hard Knuckle"weapon.ammotype "HardKnuckleAmmo"inventory.pickupsound "weapon/weaponup"+WEAPON.AMMO_OPTIONALinventory.icon "HARDSI"Scale 2.0States{Spawn:WEAP T 1loopReady:FIST A 0 ACS_ExecuteAlways(998,0,18)FIST A 1 A_WeaponReadyGoto Ready+1Deselect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_LowerFIST A 1 A_LowerLoopSelect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_RaiseFIST A 1 A_RaiseLoopFire:FIST A 0 A_JumpIfNoAmmo("NoAmmo")FIST A 0 A_PlaySoundEx("weapon/mbuster","Weapon")FIST B 2 A_SpawnItemEx("HardKnuckleFX",-1,8,32,0,0,0)FIST CDE 2 FIST B 0 SetPlayerProperty(0,1,0)FIST F 2 A_FireCustomMissile("HardKnuckle",0,1,10,-2)//FIST F 0 A_ChangeVelocity(-Cos(pitch)*9, 0, sin(pitch)*5,CVF_RELATIVE)FIST F 0 A_ChangeVelocity(-9, 0, 0, CVF_RELATIVE)FIST GHI 2FIST B 0 SetPlayerProperty(0,0,0)FIST JKLMNOP 2FIST A 0 A_RefireGoto Ready+1NoAmmo:FIST A 1 ACS_Execute(979,0)Goto Ready+1}}actor HardKnuckleAmmo : Ammo{inventory.amount 1inventory.maxamount 28}actor HardKnuckleFX{scale 2.5Radius 9Height 9+NOGRAVITY-SOLID+NOINTERACTION+CLIENTSIDEONLYStates{Spawn:HARD BCDE 2stop}}actor HardKnuckle{PROJECTILEscale 2.5damagetype "HardKnuckle"Speed 38Radius 12Height 10Damage (70)States{Spawn:HARD A 3loopDeath:MMFX BCDE 2stop}}
actor SuperPunchWep : MegaBuster 10049{//$Category MM8BDM-WeaponsWeapon.AmmoUse 4Weapon.AmmoGive 28Weapon.SlotNumber 5Obituary "%o was punched by %k's Super Punch."Inventory.Pickupmessage "Power up! Super Punch"weapon.ammotype "SuperPunchAmmo"inventory.pickupsound "weapon/weaponup"+WEAPON.AMMO_OPTIONALinventory.icon "WEAPT0"Scale 2.0States{Spawn:WEAP T 1loopReady:FIST A 0 ACS_ExecuteAlways(998,0,18)FIST A 1 A_WeaponReadyGoto Ready+1Deselect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_LowerFIST A 1 A_LowerLoopSelect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_RaiseFIST A 1 A_RaiseLoop}Fire:FIST A 0 A_JumpIfNoAmmo("NoAmmo")FIST A 0 A_PlaySoundEx("weapon/mbuster","Weapon")FIST B 2 A_SpawnItemEx("HardKnuckleFX",-1,8,32,0,0,0)FIST CDE 2 FIST B 0 SetPlayerProperty(0,1,0)FIST F 2 A_FireCustomMissile("HardKnuckle",0,1,10,-2)//FIST F 0 A_ChangeVelocity(-Cos(pitch)*9, 0, sin(pitch)*5,CVF_RELATIVE)FIST F 0 A_ChangeVelocity(-9, 0, 0, CVF_RELATIVE)FIST GHI 2FIST B 0 SetPlayerProperty(0,0,0)FIST JKLMNOP 2FIST A 0 A_RefireGoto Ready+1NoAmmo:FIST A 1 ACS_Execute(979,0)Goto Ready+1}}actor HardKnuckleAmmo : Ammo{inventory.amount 1inventory.maxamount 28}actor HardKnuckleFX{scale 2.5Radius 9Height 9+NOGRAVITY-SOLID+NOINTERACTION+CLIENTSIDEONLYStates{Spawn:HARD BCDE 2stop}
graphic HARDSI, 30, 30{ XScale 2.0 YScale 2.0 Patch WEAPT0, 0, 0}
actor HardKnuckle{PROJECTILEscale 2.5damagetype "HardKnuckle"Speed 38Radius 12Height 10Damage (70)States{Spawn:HARD A 3loopDeath:MMFX BCDE 2stop}}
Code: [Select]actor HardKnuckle{PROJECTILEscale 2.5damagetype "HardKnuckle"Speed 38Radius 12Height 10Damage (70)States{Spawn:HARD A 3loopDeath:MMFX BCDE 2stop}}Damage (70) is where the Hard Knuckle damage is defined on the projectile.
first of all why isn't this in Help & Editingsecond of all why don't we have a "how do I do this, pls help" thread for classesand third of all, the actual questionis there a simple way to make a custom class ignore the jump cancel script completelyor do I have to punch the jump cancel script in the face to allow for an exception or something