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int atid = activatorTID();int p = 0;for(int i=0; i<64; i++){p = 1000+i;if(xyzDistance(atid, p)<[number of units goes here])GiveActorInventory(p, "item", number);}
TRHU A 3 A_WeaponReadyCOOW B 0 A_GiveInventory("BlueFireAmmo",2)//it's important to stick your wait time on the A_WeaponReady part and not the A_GiveInventory part because otherwise your weapon will only fire some of the time
Ready:OBUS A 0 ACS_ExecuteAlways(998,0,600)OBUS A 0 A_GunFlash...Flash:TNT1 A 0 A_JumpIfInventory("VizPadTimer", 1, 2)TNT1 A 0 A_GiveInventory("VoltLaserAmmo", 1)TNT1 A 35loop
Altfire:FIST A 0 A_JumpIfNoAmmo("NoAmmo")//FIST A 0 A_GiveInventory("Fury",1)FIST A 0 SetPlayerProperty(0,1,4)Goto AltholdAlthold:FIST A 0 A_TakeInventory("Fury",1)FIST A 0 A_FireCustomMissile("BulletPunchAttack",8,-4,11,6)FIST BCD 1 A_PlaySoundEx("weapon/pshot","Weapon")FIST A 0 A_FireCustomMissile("BulletPunchAttack",-4,8,11,-10)FIST BCD 1 A_PlaySoundEx("weapon/pshot","Weapon") FIST A 0 A_FireCustomMissile("BulletPunchAttack",-8,4,11,4)FIST BCD 1 A_PlaySoundEx("weapon/pshot","Weapon")FIST A 0 A_FireCustomMissile("BulletPunchAttack",4,-8,11,-8)FIST BCD 1 A_PlaySoundEx("weapon/pshot","Weapon")FIST A 0 SetPlayerProperty(0,0,4)FIST A 0 A_RefireGoto Ready+1NoAmmo:FIST B 1 ACS_Execute(979,0)Goto Ready+1}}
How could I make it so that, if a player is damaged by a particular projectile, it gives a type of ammo to whoever shot the projectile?