By the way, when you closed the STAT_PROJECTILECON request, you said that existing events could be used, but didn't say what they were... I looked at the event list, and I see nothing about projectiles.
Also, Duke3D modding in a nutshell:

This post has been edited by Striker: 16 November 2016 - 03:48 PM
define DEVASTATOR_WEAPON_STRENGTH 35 // The original code took the RPG damage and divided it by four. define DEVASTATORBLASTRADIUS 890 // Original code for devastator took the radius and divided it by two. spritenoshade DEVASTATORMISSILE gamevar WEAPON7_SHOOTS DEVASTATORMISSILE 1 gamevar WEAPON7_INITIALSOUND 0 1 defineprojectile DEVASTATORMISSILE PROJ_WORKSLIKE 32802 defineprojectile DEVASTATORMISSILE PROJ_CSTAT 128 defineprojectile DEVASTATORMISSILE PROJ_VEL 680 defineprojectile DEVASTATORMISSILE PROJ_XREPEAT 8 defineprojectile DEVASTATORMISSILE PROJ_YREPEAT 8 defineprojectile DEVASTATORMISSILE PROJ_EXTRA DEVASTATOR_WEAPON_STRENGTH defineprojectile DEVASTATORMISSILE PROJ_HITRADIUS DEVASTATORBLASTRADIUS defineprojectile DEVASTATORMISSILE PROJ_SHADE -127 defineprojectile DEVASTATORMISSILE PROJ_OFFSET 14354 // Centered, offset handled in EVENT_EGS defineprojectile DEVASTATORMISSILE PROJ_ISOUND RPG_EXPLODE defineprojectile DEVASTATORMISSILE PROJ_SPAWNS EXPLOSION2 defineprojectile DEVASTATORMISSILE PROJ_SXREPEAT 8 defineprojectile DEVASTATORMISSILE PROJ_SYREPEAT 8 defineprojectile DEVASTATORMISSILE PROJ_TRAIL SMALLSMOKE defineprojectile DEVASTATORMISSILE PROJ_TXREPEAT 8 defineprojectile DEVASTATORMISSILE PROJ_TYREPEAT 8 action MISSILEANGLES 0 1 7 1 1 actor DEVASTATORMISSILE WEAK MISSILEANGLES enda onevent EVENT_EGS // TODO: Change this to quick-access vars once EDuke32 gets better MP. ifactor DEVASTATORMISSILE { // Calculate horizontal spread getactor[THISACTOR].ang TEMP addvar TEMP 16 randvar TEMP2 32 subvarvar TEMP TEMP2 setactor[THISACTOR].ang TEMP // Calculate vertical spread getactor[THISACTOR].zvel TEMP addvar TEMP 256 randvar TEMP2 512 subvarvar TEMP TEMP2 setactor[THISACTOR].zvel TEMP // Get angle and barrel getplayer[THISACTOR].hbomb_hold_delay TEMP3 getplayer[THISACTOR].ang ANGLE // Calculate X position setvarvar TEMP ANGLE andvar TEMP 2047 sin TEMP2 TEMP divvar TEMP2 512 // Set X position getactor[THISACTOR].x TEMP ifvare TEMP3 1 // Check barrel { subvarvar TEMP TEMP2 } else { addvarvar TEMP TEMP2 } setactor[THISACTOR].x TEMP // Calculate Y position setvarvar TEMP ANGLE addvar TEMP 1536 andvar TEMP 2047 sin TEMP2 TEMP divvar TEMP2 512 // Set Y position getactor[THISACTOR].y TEMP ifvare TEMP3 1 // Check barrel { subvarvar TEMP TEMP2 } else { addvarvar TEMP TEMP2 } setactor[THISACTOR].y TEMP } endevent onevent EVENT_DOFIRE getplayer[THISACTOR].curr_weapon PLAYER_TEMP ifvare PLAYER_TEMP DEVISTATOR_WEAPON { getplayer[THISACTOR].hbomb_hold_delay PLAYER_TEMP ifvare PLAYER_TEMP 1 { sound DEVASTATOR_FIRERIGHT } else { sound DEVASTATOR_FIRELEFT } } endevent
This post has been edited by Striker: 17 November 2016 - 12:51 AM
Mblackwell, on 17 November 2016 - 08:03 PM, said:
This post has been edited by Striker: 17 November 2016 - 08:44 PM
This post has been edited by Drek: 18 November 2016 - 10:30 AM
Striker, on 17 November 2016 - 08:42 PM, said:
Hendricks266, on 18 November 2016 - 11:30 AM, said:
This post has been edited by Striker: 18 November 2016 - 12:18 PM
Striker, on 21 November 2016 - 06:10 PM, said:
Striker, on 21 November 2016 - 06:10 PM, said:
onevent EVENT_GAME ifactor TRIPBOMB { ifvarn SPAWNED 1 { getactor[THISACTOR].cstat TEMP ifvare TEMP 16 { cstator 256 setactor[THISACTOR].clipdist 32 setvar SPAWNED 1 } } } endevent
onevent EVENT_GAME ifactor TRIPBOMB ifvarand sprite[].cstat 16 { cstator 256 clipdist 32 } endevent
Trooper Dan, on 22 November 2016 - 08:37 PM, said:
onevent EVENT_GAME ifactor TRIPBOMB ifvarand sprite[].cstat 16 { cstator 256 clipdist 32 } endevent
This post has been edited by Striker: 22 November 2016 - 10:34 PM
Striker, on 22 November 2016 - 10:33 PM, said:
This post has been edited by Striker: 26 November 2016 - 03:12 AM
Hendricks266, on 26 November 2016 - 07:05 AM, said:
This post has been edited by Striker: 26 November 2016 - 04:19 PM
This post has been edited by Striker: 02 December 2016 - 12:40 PM
Striker, on 02 December 2016 - 12:18 PM, said:
This post has been edited by Striker: 02 December 2016 - 12:40 PM