Captain Awesome, on Jun 30 2009, 05:24 PM, said:
Another tidbit I'm having trouble figuring out. The blood flies through the air, and when it hits something it spawns a bloodsplat. This looks good when it hits the ground, rather natural and the like. I can't figure out how to setup so that when it hits a wall, instead of spawning a bloodsplat it shoots BLOODSPLAT# along the walls. I can't really figure it out. There is no ifnearactor equivalent for walls, as far as I know. Any ideas?
First, do not set the projectile to spawn anything (set spawns to -1)
onevent EVENT_KILLIT ifactor MYBLOODPROJECTILE { getactor[THISACTOR].htmovflag TEMP ifvarn TEMP 0 // this means it hit SOMETHING, maybe a wall, maybe a sprite state random_wall_jibs // if there's a wall nearby, it will splatter the wall else iffloordistl 8 spawn MYBLOODSPLAT // if it didn't hit something and it's near the floor, spawn the floor splat setvar RETURN 0 } endevent
I just typed this and didn't test it.