Spoiler:
I made a little map for testing the damage per second on weapons. This works well with weapon/gameplay mods.
It works by spawning in a dormant CyberDemon with 100,000 HP and displays the damage dealt to it. Once the Cyberdemon receives damage the timer will start. The timer gives you 10 seconds before killing you (even through God Mode).
To work out the DPS just divide damage dealt by 10 once the timer ends, easy.
Downlewd: (feel free to mirror, I don't care)
http://www.mediafire.com/file/drqhe0kvf ... dpsmap.wad
Screenshots:Spoiler:ACS code:
Spoiler:Code: Select all
#include "zcommon.acs" int i=10; //Number of seconds until kill switch script 1 OPEN { //Show Health hudmessagebold (s:"dmg ",d:100000 - GetActorProperty(1,APROP_Health);HUDMSG_PLAIN,1,CR_RED,0.95,0.1,1.0,1); delay (1); //Check every tic restart; } script 2 ENTER { If (GetActorProperty (1,APROP_Health) <100000) { //If Cyberdemon has less than Max Health, activate timer i = i-1; //Take away 1 second from timer hudmessagebold (s:"Seconds: ",d:(i+1);HUDMSG_PLAIN,2,CR_RED,0.75,0.1,1.0,1); if (i<0){ //If timer hits 0 DamageThing (0,99999999); //Kill player terminate; } //Intentionally stops the script from restarting delay (34); } //Count down 1 second. 34 tics because next line adds an extra tic delay delay (1); //Check the first If statement every tic restart; }
Damage Per Second Map
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.


