[No] Damage per distance

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Re: Damage per distance

Postby jpalomo » Wed Jan 18, 2012 11:58 pm

Xaser wrote:Why not suggest a feature to modify a projectile's damage value? That'd give all the flexibility one would really need.

This can already be done in ACS using SetActorProperty. You can easily use ACS_ExecuteAlways (in decorate) in combination with SetActorProperty to modify the damage on the fly.
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Re: Damage per distance

Postby NeuralStunner » Thu Jan 19, 2012 12:29 am

That changes the Random(1,8) damage multiplier though. It's useless for custom formulas.
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Re: Damage per distance

Postby Blue Shadow » Thu Jan 19, 2012 1:06 am

I'm not a programmer nor do I know anything about ZDoom inner workings, so excuse my ignorance, but couldn't the A_WolfAttack's 'damage over distance' feature be adapted to other attacks?
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Re: Damage per distance

Postby Spottswoode » Thu Jan 19, 2012 10:33 am

It's possible but unlikely. A_WolfAttack is a hitscan attack, but there is code designed to affect distance in it. The parameters for that action are very specific, so changing the action to more open parameters is probably better than adapting the code.
:oops: I had completely forgotten about this though.....shame on me.
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Re: Damage per distance

Postby Blox » Sat Jan 21, 2012 8:53 am

This probably wouldn't work for hitscan, but wouldn't having a projectile start at x health, then do DamageThing(y) every z tics, then at death do A_Explode(Health,smallradius) work?
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Re: Damage per distance

Postby Spottswoode » Mon Jan 23, 2012 11:24 pm

wildweasel wrote:I've been told that the Gyrojet is a real-world gun whose projectile accelerates the longer it is in flight, thus theoretically doing more damage if it flies farther.

Gyrojet firearms are actually rocket propelled projectiles. They have a much lower velocity than most of the new long range cartridges even at their max.
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Re: Damage per distance

Postby TheBladeRoden » Fri Mar 16, 2012 7:08 pm

NeuralStunner wrote:You can factor up current absolute velocity, and add/subtract to a user variable. (Decorate Expressions and A_SetUserVar will help you here.) Then, A_Explode can be used to deal the actual damage, with the modified damage value passed to it. (The projectile itself can be set to (0) damage.)


How would you do that? I can only seem to put a number in the explosion amount
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Re: Damage per distance

Postby Se7eNytes » Fri Mar 16, 2012 8:48 pm

TheBladeRoden wrote:
NeuralStunner wrote:You can factor up current absolute velocity, and add/subtract to a user variable. (Decorate Expressions and A_SetUserVar will help you here.) Then, A_Explode can be used to deal the actual damage, with the modified damage value passed to it. (The projectile itself can be set to (0) damage.)


How would you do that? I can only seem to put a number in the explosion amount

I think this will help you.
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