Syntax:
Code: Select all
DAMAGETYPE TypeName
{
[Declaration]
[Declaration](...)
}
DamageFactor <multiplier> (default 1.0) - Defines a default damage factor for this damage type. If a mobj is taking a type of damage it has no specific modifier for, this factor is applied. If the mobj has a general untyped damage factor, it is combined with this for this damage type.
Replacefactor - Replace an actor's untyped damage factor instead of combining (multiplying) with it.
Noarmor - This damage type always ignores armor
The damage factors only apply to the mobj that is receiving damage; they have no effect on powerups that modify damage.
Important note: Actors that define a specific damage factor for a damage type are not affected by the default value at all.
Important note: The basic damage factor (no type specifier whatsoever, just a number) always applies. This submission does not affect that. "DamageFactor 0" on an actor, makes that actor mostly invulnerable.
Main purpose: Define special damagetypes that normal actors are immune to without having to redefine and replace every actor in the game.
Code: Select all
Damagetype SpecialDamage
{
DamageFactor 0
}
Actor SpecialActor
{
DamageFactor SpecialDamage, 1
}
EDIT: Files no longer required; feature is added.