You want to make an actor that inherits from BasicACSDamager
if you’re going to use any of the following scripts:
["core_propexplode"](<https://mm8bdm.notion.site/core_propexplode-6e51d65ed40b4df296e2eb22602801a6>)
["core_teamexplode"](<https://mm8bdm.notion.site/core_teamexplode-67a2da4f56624929a9bc1f08a650b847>)
["core_damageowner"](<https://mm8bdm.notion.site/core_damageowner-ce89c559ac0c4cf990e9c261dc3366a1>)
["core_damageactor"](<https://mm8bdm.notion.site/core_damageactor-ee0369fe773743bf83c80e877cb03593>)
When calling these scripts, a BasicACSDamager
handles assignment of the damage source, as well as the obituary in the event of the damage resulting in a frag.
<aside> 🚨 Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
actor BasicACSDamager : BasicExplosion
{
-USESPAWNEVENTSCRIPT
var int user_damage;
renderstyle "none"
States
{
Spawn:
TNT1 AA 0 A_Explode(user_damage, 8, 0, 0, 8)
TNT1 A 35
stop
}
}
Here is the Oil Canister explosion damager from the explosive barrels on MM1OIL.
actor HazardCredit_OilCanisterExplosion : BasicACSDamager
{
DamageType "OilCanister"
Obituary "$OB_OILBARRELCREDIT"
}