BFG Tracers

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Powerman
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BFG Tracers

#1

Post by Powerman » Tue Apr 16, 2013 8:57 pm

Ok Lets say I am making a weapon that works similarly to the BFG but I want less Tracers to be launched when it hits a target. Is there anyway to do this?
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Watermelon
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RE: BFG Tracers

#2

Post by Watermelon » Tue Apr 16, 2013 9:29 pm

You can change it with this decorate code:

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A_BFGSpray [(string flashtype [, int numrays [, int damage]])]
I'm unsure if this is fully supported though.




For more, read here:
http://zdoom.org/wiki/A_BFGSpray
Last edited by Watermelon on Tue Apr 16, 2013 9:29 pm, edited 1 time in total.

Cruduxy
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RE: BFG Tracers

#3

Post by Cruduxy » Tue Apr 16, 2013 10:00 pm

It is supported.

Edit : Make sure you read the page to know how its damage is randomized though
Last edited by Cruduxy on Tue Apr 16, 2013 10:02 pm, edited 1 time in total.
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Powerman
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RE: BFG Tracers

#4

Post by Powerman » Tue Apr 16, 2013 10:28 pm

Ok Thank you, but I realized two things I think. One that must be used with the BFG ball, and two, I decided with a beefier rocket Launcher for my final weapon. The reason is, I would have to remake the BFG tracers to work with something different.
http://brutaldoomwads.weebly.com/
Also Now Every Wednesday is Brutal doom Co-op! Just Look For powerman in the name!

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Ænima
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RE: BFG Tracers

#5

Post by Ænima » Tue Apr 16, 2013 11:23 pm

They'll work with any projectile.
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Balrog
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RE: BFG Tracers

#6

Post by Balrog » Tue Apr 16, 2013 11:25 pm

Quick side note: A_BFGSpray has the tracers originate from the player, not the projectile.

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Powerman
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RE: BFG Tracers

#7

Post by Powerman » Tue Apr 16, 2013 11:34 pm

Wait It will work with any projectile? and Right....I knew that :lol:
http://brutaldoomwads.weebly.com/
Also Now Every Wednesday is Brutal doom Co-op! Just Look For powerman in the name!

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