Use console command "MAP DEMO" to enter the special demo map included with the .pk3
There are 2 actor types which the only difference is sprites
mk_SmallFire (num 10103)
mk_BigFire (num 10104)
Can be customised using args and UDMF scale/colour properties. note: it is REQUIRED to set the colour value of the actor, otherwise the default colour will be black and thus the fire rendered INVISIBLE.
colour - Set through the editor's colour field, can be any colour value as a RGB hex triplet.
arg0 - Emit Smoke?
fire actor emits smoke depending on this value
arg1 - Ember Frequency
a value of 0 spawns no embers, greater values = more embers
which can be a bit of a performance eater
arg2 - Dynamic Light
fire actor has a dynamic light depending on this value, matches the fillColour value.
arg3 - Ember Dynamic Light
embers spawned from this fire actor also have a dynamic light, looks nice
but eats performance like nobody's business
Can also be toggled on and off using the dormant flag and thing_Activate/Deactivate commands.
Sprite credit
Raven Software (Heretic & Hexen)
Universal Headshots
Simple mod which adds headshot hit-boxes to all enemy types, also includes an enemy blacklist for those that shouldn't take headshot damage.
Things to note:
There are 2 CVARs to control headshot behaviour:
hs_factor (default 4.0) - the factor of which the damage received is multiplied
hs_hitbox (default 0) - when true, the hitbox is visible - good for debugging
This does not currently transfer ownership of kills to the player,
which could perhaps cause some issues...
Fully transfers blood colour
Customisable black-list for monsters that shouldn't be headshot-able
edit hs_list in the class noheadshot to add/remove
Revenant no longer shoots its own hitbox, but the hitbox is very low because of the revenant's misleading dimensions.
Re: Mikk's ZScript resources [Smooth fire / Universal Headsh
Posted: Thu Sep 28, 2017 8:14 pm
by Matt
Nice! I didn't even realize you could do that with eventhandlers! [apparently I had completely glossed over that fact when you posted it on the other thread -_-]
Revenant shoots own hitbox, so it has been blacklisted.
I take it that there's no precaution against when an imp is shooting at a target at a very steep pitch upwards? That's always been the reason why I've tended to avoid headshot actors.
This does not currently transfer ownership of kills to the player
If you use master.DamageMobj() instead of A_DamageMaster() (and use the hitbox's DamageMobj() instead of constantly polling hitpoints) you can specify the inflictor and source so that the monster is recorded as being damaged by whatever hit the headbox.
anyway, bumping because this deserves more attention than the other spaghetti headshot thread.
Re: Mikk's ZScript resources [Smooth fire / Universal Headsh
Posted: Thu Oct 05, 2017 7:31 pm
by Ryuhi
Loving this system, but a quick question:
Is there a way to set the headshot hitbox to take on the species of the monster that calls it? If so, you could theoretically use mthruspecies to allow its own projectiles to pass through it to avoid enemies from hitting themselves (especially when aiming upward) I don't think you can do it in decorate, but I was wondering if it was maybe possible with zscript?
edit: Giving the headshot hitbox +Spectral did the trick, but its a bit hacky since it means the player will need to apply +Spectral to any projectiles that can score a headshot (and no enemy projectiles will be able to use the flag in the process, lest they repeat the problem)
Re: Mikk's ZScript resources [Smooth fire / Universal Headsh
Posted: Mon Oct 09, 2017 12:15 pm
by Leon_Portier
It looks very nice and works well!
The code looks complex though, may I ask questions if any come up?
Re: Mikk's ZScript resources [Smooth fire / Universal Headsh
Posted: Mon Oct 09, 2017 12:50 pm
by Mikk-
Yeah sure. If you have any questions feel free to post them here or message me privately
Re: Mikk's ZScript resources [Smooth fire / Universal Headsh
Posted: Sun Jan 27, 2019 7:57 am
by Enjay
Sorry to necro this one but does anyone know why this mod flags this warning and what can be done about it?
and the relevant line is the one with A_DamageMaster
I'm going to assume that it's because (from the wiki) the amount of damage done is an int...
A_DamageMaster (int amount...
but that (self.lastHealth - self.Health) is a float. However, I don't know how to address that.
Re: Mikk's ZScript resources [Smooth fire / Universal Headsh
Posted: Sun Jan 27, 2019 9:53 am
by Blue Shadow
I'm assuming 'hsfactor' is a float/double. Multiplying an integer with a double produces a double still. Casting the following expression to an integer should silence the warning:
Re: Mikk's ZScript resources [Smooth fire / Universal Headsh
Posted: Sun Jan 27, 2019 10:25 am
by Enjay
Thank you. That seems to be working perfectly.
Re: Mikk's ZScript resources [Smooth fire / Universal Headsh
Posted: Sat Nov 23, 2019 4:11 am
by DoomedRabbit
Hi,
Sorry for the bump but the Smooth Fire resource does not seem to be working properly on my end.
When I put the resource into my GZDoom Builder Game Config Resources it gives me this error:
"Failed to apply MAPINFO DoomEdNum override "10101 = zfire": failed to find corresponding actor class..."
"Failed to apply MAPINFO DoomEdNum override "10102 = zfire2": failed to find corresponding actor class..."
I don't know what this is all about but if anyone can help me with this I would appreciate it.
Re: Mikk's ZScript resources [Smooth fire / Universal Headsh
Posted: Mon Mar 02, 2020 7:15 pm
by vólentiæn
sorry for the bump but it seems gzdoom wont reconise decorate actors when i add them to the exclusion area (its a custom flying lost soul type enemy)
really wish it could considering they end up killing them selves
Script error, "’.K 2.1.wad:ZSCRIPT" line 15:
Unknown class name 'AgroPropeller' of type 'Actor'
is what i get back
i honestly know nothing about zscript to rewrite it in zcsript instead
Re: Mikk's ZScript resources [Smooth fire / Universal Headsh
Posted: Thu Mar 05, 2020 9:20 am
by Mikk-
vólentiæn wrote:sorry for the bump but it seems gzdoom wont reconise decorate actors when i add them to the exclusion area (its a custom flying lost soul type enemy)
really wish it could considering they end up killing them selves
Script error, "’.K 2.1.wad:ZSCRIPT" line 15:
Unknown class name 'AgroPropeller' of type 'Actor'
is what i get back
i honestly know nothing about zscript to rewrite it in zcsript instead
I can take a look into this, at some point.
in other news I've updated the Smooth Fire to be even more modular, it can now take the colour value set in your UDMF editor of choice! Also some code improvements here and there have been made over the past few years. Check it out in the main post
Re: Mikk's ZScript resources [Smooth fire / Universal Headsh
Posted: Tue Jan 19, 2021 6:14 am
by XLightningStormL
Ryuhi wrote:
edit: Giving the headshot hitbox +Spectral did the trick, but its a bit hacky since it means the player will need to apply +Spectral to any projectiles that can score a headshot (and no enemy projectiles will be able to use the flag in the process, lest they repeat the problem)
Sounds like a great bypass in theory, but you are screwed if you use hitscans, since they don't care if either the weapon or the puff has +Spectral or not, it just won't allow the damage to be dealt.
Re: Mikk's ZScript resources [Smooth fire 2.0!]
Posted: Tue Jan 19, 2021 7:59 am
by Mikk-
Adding the +SOLID flag and a CanCollideWith override can alleviate the Revenant issue all together, something I didn't know 3 years ago when making this simple resource.
override bool CanCollideWith(actor other, bool passive)
{
// if the potential collision is with the master, or the master's projectile do not collide.
if((other.target && (other.target == master)) || (other == master))
return false;
return super.CanCollideWith(other, passive);
}
Here's a small updated version of the actor-based headshots. It's not intended to be used as a gameplay mod, so some tweaking may be required.
Re: Mikk's ZScript resources [Smooth fire / Universal Headsh
Posted: Wed Feb 02, 2022 11:51 pm
by The T_W_C
Mikk- wrote:Yeah sure. If you have any questions feel free to post them here or message me privately
How would I change the damage of the headshots so it does insta kill enemies