For the character, her health is 667 but she has invincibility frames for special melee attacks. (To prevent constantly dying mid-swing)
As an example of the self-damage, here's a jump attack that she does that instantly kills her. Are there any extreme differences between Hexen and Doom that may be causing this? Perhaps something I'm doing wrong from my end? Any help would be greatly appreciated. The code is down below to see what I'm working with.
Code: Select all
JumpAttack:
JUMA A 4 { A_FaceTarget(); A_SetInvulnerable(); }
JUMA B 4 { A_ChangeVelocity(8, 0, 14, CVF_RELATIVE); } // forward + upward
JUMA C 4 { A_PlaySound("daisy/jump"); } // jump sound mid-air
JUMA D 6 { }
JUMA E 2 { A_ChangeVelocity(0, 0, -20, CVF_RELATIVE); A_UnSetInvulnerable(); }
JUMA F 6 { A_FaceTarget(); A_CustomMeleeAttack(50); A_SpawnItemEx("DaisyJumpStrike", 5); A_spawnprojectile("DaisyMiniShotForce",40,56,frandom(-17,-1)); A_spawnprojectile("DaisyMiniShotForce",40,-56,frandom(-17,-1)); }
Goto Dash;Code: Select all
class DaisyJumpStrike : Actor
{
Default
{
Radius 1;
Height 1;
Speed 10;
Damage 20;
RenderStyle 'Add';
Alpha 1.0;
Scale 1;
Species "Bunny";
DamageType "DaisyEternalDamage"; //To prevent self-damage in Doom
DamageType "aRabbitsKick"; //To prevent self-damage in Doom
+NOBLOCKMAP;
+NOTELEPORT;
+DONTHARMSPECIES;
+NOINFIGHTSPECIES;
}Code: Select all
Class DaisyMiniShotForce : Actor
{
Default
{
Radius 3;
Height 3;
Speed 35;
Damage 0;
Projectile;
RenderStyle "Add";
Species "Bunny";
DamageType "DaisyEternalDamage";
DamageType "aRabbitsKick";
ProjectileKickBack 3000;
+DONTHARMSPECIES;
+NOINFIGHTSPECIES;
}
States
{
Spawn:
//IPRJ AAABBBCCC 1 Bright A_Explode(6,32,0,0,16);
IPRJ AAABBBCCC 1 Bright A_Explode(6,12,0,0,10);
Loop;
Death:
//IPRJ AAA 0 A_Explode(6,32,0,0,16);
IPRJ AAA 0 A_Explode(6,12,0,0,10);
IPRJ DEFGH 3 Bright;
Stop;
}
}