Splah Damage

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Scuba Steve
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Splah Damage

Post by Scuba Steve »

I was reading the tutorial on Monster decoration lumps... and I noticed NORADIUSDMG.

If you can set monsters to Splash damage immunity, is it possible to set the player to be immune to splash damage... like your own rocket launcher?
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Giest118
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Post by Giest118 »

No.
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Risen
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Post by Risen »

you can set it in the console, but I don't think it is settable for a mod.
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chopkinsca
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Post by chopkinsca »

wait until .64 and replace the rocket with a projectile that is almost the same except dontharmshooter... maybe
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Graf Zahl
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Post by Graf Zahl »

chopkinsca wrote:wait until .64 and replace the rocket with a projectile that is almost the same except dontharmshooter... maybe


That would work. Several Hexen projectiles do exactly that.
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Anakin S.
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Post by Anakin S. »

But the rocket wouldn't have a particle trail. It would be really cool if there could be a generic actor function that spawns sparks or particles with arguments to set the color, distance, angle, x and y offsets.

Then again, we could probably make a particle trail by using Hexen's spark sprites and creating dozens of little projectiles spawned at random angles.
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Kate
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Post by Kate »

Anakin S. wrote:...we could probably make a particle trail by using Hexen's spark sprites and creating dozens of little projectiles spawned at random angles.
You mean like the Wraith fireball? That sounds like an interesting idea...
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Risen
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Post by Risen »

I never liked the ZDoom rocket trails anyway. They get in the way more than anything else. But if you want more of a vapor trail effect with sprites, you can do that.
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chopkinsca
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Post by chopkinsca »

Anakin S. wrote:But the rocket wouldn't have a particle trail.
oops, PARTICLE trail... my bad.

You could make another projectile actor with a small lifespan, speed of 0, and nogravity. Then set the rocket to fire this projectile every couple of frames in it's spawn state.
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Nanami
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Post by Nanami »

chopkinsca wrote:
Anakin S. wrote:But the rocket wouldn't have a particle trail.
oops, PARTICLE trail... my bad.

You could make another projectile actor with a small lifespan, speed of 0, and nogravity. Then set the rocket to fire this projectile every couple of frames in it's spawn state.
The particles are a little more complex than that though. There are orange ones and white ones. White ones stay at relatively the same Z height and spread a little before fading out. Orange ones tend to fall downward with slight variation before fading out.

It'd be sort of hard to emulate.
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