Custom damagetypes and custom Death states....
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
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Custom damagetypes and custom Death states....
How do I make custom death states towards custom damage types?
I have a weapon "DamageType Volt" what would I do as a state to make a death type for this damage type?
I have a weapon "DamageType Volt" what would I do as a state to make a death type for this damage type?
- The NUtcracker
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I presume that there are many more features other than that, which haven't been used yet in any ZDooM/GZDooM/SkullTag/ZDaemon WAD.The NUtcracker wrote:No it isn't proof. The point is supposed to be that if the feature can be done, I've never seen it in the large amount of ZDoom wads I've played.GeeDougg wrote:I'm fairly sure "what you've seen" in ZDooM WADs isn't proof for what can't be done with DECORATE....
- Osiris Kalev
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For the monster you want to implement this pain onto, make a new state based on the name of the damage you made, which in this case is Volt. So:
pain.Volt will make the monster jump to this state when the monster is in pain from that projectile/weapon.
death.Volt will make the monster jump to this state if the monster dies from that type of damage. Same goes with xdeath.Volt.
I'm sure this is how it worked, I'll need to test it. However, this only works with the SVN version of ZDoom or GZDoom 1.0.22.
pain.Volt will make the monster jump to this state when the monster is in pain from that projectile/weapon.
death.Volt will make the monster jump to this state if the monster dies from that type of damage. Same goes with xdeath.Volt.
I'm sure this is how it worked, I'll need to test it. However, this only works with the SVN version of ZDoom or GZDoom 1.0.22.
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Hey, just trying to think of an alternative to all those instagib sniper rifles out there D:
EDIT: Durh, right, +noextremedeath.
I'd have given up ages ago, except that projectile speed 200 (maximum before things get screwy) translates to about 387 feet per second, i.e., a really hard-hitting paintball...
EDIT: Instaposted. Didn't realize that would work, thanks!
EDIT: Durh, right, +noextremedeath.
I'd have given up ages ago, except that projectile speed 200 (maximum before things get screwy) translates to about 387 feet per second, i.e., a really hard-hitting paintball...
EDIT: Instaposted. Didn't realize that would work, thanks!
Last edited by Matt on Sat Mar 03, 2007 2:26 am, edited 3 times in total.