Its either suicide incuding (on the victim, don't worry) or hacky stuff im not even sure that works. I was recommended to use DamageActor but my attempts to get it to work while getting inventory or making puffs execute the ACS has not worked whatsoever and im really running out of ideas... i just want damage over time i have actual control upon.
If you want to see my last attempt, i was trying to make puffs that would be used by rails that executed an ACS but absolutely nothing works:
Code: Select all
ACTOR FirePuff2
{
+PUFFONACTORS
+PUFFGETSOWNER
+HITTRACER
+MTHRUSPECIES
States
{
Spawn:
TNT1 A 0 nodelay A_JumpIfInventory("FiredUp", 1, "OnFire", AAPTR_TRACER)
TNT1 A 0 A_GiveInventory ("FiredUp", 1, AAPTR_TRACER)
TNT1 A 0
TNT1 A 1 ACS_NamedExecuteAlways("Afterburn", 0)
stop
OnFire:
TNT1 A 1 A_GiveInventory ("FiredUp", 1, AAPTR_TRACER)
Stop
}
}
ACTOR FiredUp : PowerRegeneration ///this is used as a timer, an inventory that fades when it expires
{
//inventory.maxamount 0
Powerup.Duration -5
Powerup.Strength 0
}
Code: Select all
script "Afterburn" (void)
{
int AfterBID = UniqueTID();
Thing_ChangeTID(0, AfterBID);
SetActivator(0, AAPTR_TRACER);
Print(s:"Fire it up baby!");
if(!!Checkinventory("FiredUp"))
{
SetActivator(AfterBID);
DamageActor(0, AAPTR_TRACER, 0, AAPTR_TARGET, 10, "fire");
Delay(15);
restart;
}
else
terminate;
}