A_Explode
From ZDoom Wiki
A_Explode [(int explosiondamage [, int explosionradius [, bool hurtshooter [, bool alert[, int fulldamageradius[, int nails[, int naildamage]]]]]])]
Performs an explosive (radius) attack. The amount of damage and the attack's radius are specified with explosiondamage and explosionradius, respectively. If the actor is a missile, you can set hurtshooter to 0 so that its originator will not be harmed by the attack. If the hurtshooter parameter is omitted, the shot will assume normal behavior and damage the shooter. The parameters are:
- explosiondamage: How much damage are inflicted at the center of the explosion. (Default: 128)
- explosionradius: The area covered by the damage (damage inflicted drop linearly with distance). (Default: 128)
- hurtshooter: Whether the shooter can be damaged by the explosions from his or her own projectiles. (Default: true)
- alert: Whether the explosion rings the alarm? (Default: true)
- fulldamageradius: The area within which full damage is inflicted. (Default: 0)
- nails: The number of horizontal hitscan attacks performed in a ring. (Default: 0) A value of 30 emulates the A_NailBomb codepointer from SMMU, while still allowing to modify all other parameters from A_Explode.
- naildamage: The amount of damage inflicted by nails, if any. (Default: 10)
Do not use the old actor property method of passing the parameters. Only use the parameters of A_Explode directly.
Example
Actor MyGrenade : Grenade { Speed 17 BounceFactor 0.4 BounceCount 6 States { Death: QEX1 A 0 A_PlaySoundEx("Weapon/GenericExplode","Weapon") QEX1 A 0 A_Explode(100,128) QEX1 A 5 QEX1 B 5 QEX1 CDE 5 Stop } }