NAME="Example",
Used for messages(not killicons).
IMAGE="gfx/sprites/flare3.bmp",
Used to find an image which will be used for this projectile.
SPEED=5,
value. The more number, the faster speed is. But keep in the mind. If speed is more than 16 it causes wall and player edge-skipping. If speed is more than 32 it causes wall and player skipping.
DISTANCE=125,
Cs2d's distance. This number will be automatically multipled by 3. Is like 125*3 = ~HEgrenade range in PIXELS.
STATIC=true/false,
Static image flying mode, if like with snowball if it's true(flying until reach player/wallcheck/distance)
and like normal hegrenade/flashbang etc(on pointer).
BOUNCE=true/false,
simple, does it bounce or not?
LIVETIME=1000,
this time started or going depending of flying mode(below below..)
In other words it's a time of it's living, working differently.
PLAYERSTOP=true/false,
Does it stop at player when meet him(like gut bomb/snowball) or not (like hegrenade/gas/fb etc)?
ROT=3,
rotation speed. More than 1 would rotate this image while it flying. 0 would not rotate but have it's started rotation.
MODE="mode",
available modes:
-flying:
This one would fly and die when reach it's range/player/wall.
-flying_eff:
This one working like molotov/gas. When it fell on the ground it would have effect as long as livetime.
-flying_time:
This one would fly as much as distance with no limit time, but LIVETIME would work like a timer, for example you threw a nade and it reach something(wall/player/range) then after "LIVETIME" action mode 2 will be launched(below)
-flying_p <- this one is not working, but added as experimental. I can't make HOMING missile with specific ANGLES.
But if you still using flying_p you can have additional things such as CHECKDIST=200, (distance of finding target), CHECKANGLE=50, (-50/2 and 50/2) <- this one would not work, because i can't add it :(
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EFFECT=function(x,y)
	...
end,
an effect while it's flying. It may be as "effect" and any other shits.
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ACTION=function(id,ex,ey,s,mode)
	...
end,
id = player source or 0
ex = x of projectile
ey = y of projectile
s = target
mode - if flying mode is only for MODE="flying_eff" or "flying_time". modes used to check what this projectile would do.