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Bouncing Projectiles Queries

Posted: Wed Dec 31, 2014 11:50 pm
by Captain Toenail
I'm planning on recreating an old mod of mine from a few years ago that I have lost, and I have encountered some problems with bouncing projectiles. I'm sure I've asked these questions before in the past but I can't find the threads or remember the answers. (Might have been on the old Skulltag forum) :mad:

Anyway, my questions are as follows:

1. Why do my projectiles gain momentum with every bounce when the BounceFactor/WallBounceFactor is set to 1?

2. Is there some way to have projectiles bounce off a sky ceiling rather than disappear?

Thanks in advance, and Happy New Year. :smile:

RE: Bouncing Projectiles Queries

Posted: Thu Jan 01, 2015 3:37 pm
by CloudFlash
To answer 1 you'd need to paste the code here, cos there is just too many ways to fuck up in DECORATE.
The answer to 2 is +SKYEXPLODE

RE: Bouncing Projectiles Queries

Posted: Thu Jan 01, 2015 5:25 pm
by Captain Toenail

Code: Select all

ACTOR BallBase
{
  Radius 8
  Height 8
  Speed 10
  Damage 1000
  BounceType Hexen
  //DamageType Zap
  //BounceFactor 1
  //WallBounceFactor 1
  Projectile
  +RANDOMIZE
  //+BOUNCEONWALLS
  //+BOUNCEONFLOORS
  //+BOUNCEONCEILINGS
  //+ALLOWBOUNCEONACTORS
  +BOUNCEONACTORS
  +CANBOUNCEWATER
  +BLOODLESSIMPACT
  +NOEXTREMEDEATH
  RenderStyle Add
  Alpha 1
  SeeSound "BounceBall/Bounce"
  ActiveSound "BounceBall/Fly"
  //WallBounceSound "BounceBall/Bounce"
  //BounceSound "BounceBall/Bounce"
  States
  {
  Spawn:
    BAL2 A 0
	BAL2 A 1 A_LoopActiveSound
	// fall through
  Fly:
    BAL2 AB 1 Bright 
    Loop
  Death:
    BAL2 CDE 1 Bright
    Stop
  }
}
If you uncomment the bouncefactor and wallbouncefactor lines, you will find the projectile speeds up with every bounce, rather than remaining at a constant speed.