Different Death States on a Monster ?
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Different Death States on a Monster ?
Yes, I would like to know if it's possible to make multiple death state on a Monster. Like if he get killed by shotgun he will die this way or by the chaingun this other way.
Thanks
Thanks
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Re: Different Death States on a Monster ?
[wiki=Custom_damage_types]It can be done through the magic of damage types[/wiki].
Re: Different Death States on a Monster ?
You can also use some "A_Jump" function in the start of the monster's death and check if it's target has somekind of weapon, "dummy item" and stuff at the moment the monster dies .
Re: Different Death States on a Monster ?
I want to set some different death state based on the weapon used to kill the monster in question.
- Graf Zahl
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Re: Different Death States on a Monster ?
... and then wonder a year later why your mod doesn't work anymore. Talk about undefined behavior and hacks...Ravick wrote:You can also use some "A_Jump" function in the start of the monster's death and check if it's target has somekind of weapon, "dummy item" and stuff at the moment the monster dies .
For the intended effect the best option is to redefine the weapons that they have each a specific damage type and then give the monsters specific death states for those damage types.
With the stock weapons it is not possible because they do not have specific damage types.
Re: Different Death States on a Monster ?
Graf Zahl wrote:... and then wonder a year later why your mod doesn't work anymore. Talk about undefined behavior and hacks...Ravick wrote:You can also use some "A_Jump" function in the start of the monster's death and check if it's target has somekind of weapon, "dummy item" and stuff at the moment the monster dies .
For the intended effect the best option is to redefine the weapons that they have each a specific damage type and then give the monsters specific death states for those damage types.
With the stock weapons it is not possible because they do not have specific damage types.
Okay so i need to set different damage type for each weapon that i want a different death state. right?
Re: Different Death States on a Monster ?
If the weapon fires projectiles, set the damagetype on the projectile. If it fires hitscans, set the damagetype on the puff actor used. For rail attacks, I think the procedure is the same as hitscans.Mayhem666 wrote:Okay so i need to set different damage type for each weapon that i want a different death state. right?
Re: Different Death States on a Monster ?
When i did that, how is the process of putting them on the Death state of the monster?
I think it was Death. ????
Or something like that.
I think it was Death. ????
Or something like that.
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Re: Different Death States on a Monster ?
Use Death.DamageTypeName as the state label, where DamageTypeName is whichever damagetype you want to trigger that death sequence.
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Re: Different Death States on a Monster ?
Did you check the link that I put above?Mayhem666 wrote:When i did that, how is the process of putting them on the Death state of the monster?
I think it was Death. ????
Or something like that.
Re: Different Death States on a Monster ?
Yeah, i just needed some Exemple about how it works.
Re: Different Death States on a Monster ?
I suppose its also worth saying if you want to do multiple death types that aren't dependent on damagetypes, for example if you're using those alternate death animations some peeps have made, you can just
Code: Select all
ACTOR NewPinky : Demon
{
States
{
Death:
TNT1 A 0 A_Jump(160,"Death_ArmTornOff")
SARG I 8
...
Stop
Death_ArmTornOff:
SAR2 I 8
SAR2 J 7
...
Stop
}
}
Re: Different Death States on a Monster ?
I want them to be dependent on the weapon used to kill the monster actually.amv2k9 wrote:I suppose its also worth saying if you want to do multiple death types that aren't dependent on damagetypes, for example if you're using those alternate death animations some peeps have made, you can just
Code: Select all
ACTOR NewPinky : Demon { States { Death: TNT1 A 0 A_Jump(160,"Death_ArmTornOff") SARG I 8 ... Stop Death_ArmTornOff: SAR2 I 8 SAR2 J 7 ... Stop } }