attack 0 0 10 10 15 1
noreflect 1
name bullene2
type none
health 1
speed 200
noquake 1
remove 1
nolife 1
lifespan 3
candamage enemy obstacle
offscreenkill 50
ondoattackscript data/scripts/variable_damage.c
anim idle
forcedirection -1
fastattack 1
loop 1
delay 3
offset 39 55
bbox 0 0 0 0
hitfx data/sounds/hitmarker2.wav
hitflash flash1
attack20 22 23 35 50 10 0 0 0 0 25
noreflect 1
frame data/chars/misc/bullets/bullet01.gif
anim follow1
fastattack 1
loop 1
delay 3
offset 39 55
bbox 0 0 0 0
hitfx data/sounds/hitmarker2.wav
hitflash flash1
attack20 22 23 35 50 10 0 0 0 0 25
noreflect 1
frame data/chars/misc/bullets/bullet04.gif
Question, is that some kind of "super armor" behaviour? And will the noreflect accept the damage or will it simply nullify it?Is it possible to add a script to make make the projectile
5% chance to cause pain animation (noreflect 0)
95% does not cause pain animation (noreflect 1)
I want the damage to always applyQuestion, is that some kind of "super armor" behaviour? And will the noreflect accept the damage or will it simply nullify it?
Maybe the simplest way is by randomly changing the bullet entity animation, one with noreflect 1 and other without it:I want the damage to always apply
But I want it to only interrupt the enemy 5% of the time (this is a machine gun)
anim idle
forcedirection -1
fastattack 1
loop 1
delay 3
offset 39 55
bbox 0 0 0 0
hitfx data/sounds/hitmarker2.wav
hitflash flash1
attack20 22 23 35 50 10 0 0 0 0 25
@cmd aniRandom openborconstant("ANI_FOLLOW1")
frame data/chars/misc/bullets/bullet01.gif
anim follow1
fastattack 1
loop 1
delay 3
offset 39 55
bbox 0 0 0 0
hitfx data/sounds/hitmarker2.wav
hitflash flash1
attack20 22 23 35 50 10 0 0 0 0 25
noreflect 1
frame data/chars/misc/bullets/bullet04.gif
void aniRandom(void ani)
{//Random animation changer (SOR3 LAMPS)
void self = getlocalvar("self");
float iR = rand()%50+50;
if(iR >= 0 && iR < 5){changeentityproperty(self, "animation", ani);} //5% CHANCE
}