Public Doom Sprites - Z-Halloween Pumkin-Nade Up! on p.56

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Deathsong12
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Post by Deathsong12 »

You clould use A_Countdown. It reduces the Reactiontime of the projectile by one each time it is called, and jumps to the death state when that property reaches zero. Reactiontime effects projectiles in no way, except when used by this codepointer. Example:

Code: Select all

ACTOR SuperfunBall
{
    PROJECTILE
    +HEXENBOUNCE
    ReactionTime 7
    (Other Properties)
    States
    {
    Spawn:
      BALL A 35
      BALL A 0 A_Countdown
      Loop
    Death:
      BALL A 4 A_FadeOut
      Stop
    }
}
This projectile will exist for seven seconds, and then fade away.
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Amuscaria
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Post by Amuscaria »

Deathsong12 wrote:You clould use A_Countdown. It reduces the Reactiontime of the projectile by one each time it is called, and jumps to the death state when that property reaches zero. Reactiontime effects projectiles in no way, except when used by this codepointer. Example:

Code: Select all

ACTOR SuperfunBall
{
    PROJECTILE
    +HEXENBOUNCE
    ReactionTime 7
    (Other Properties)
    States
    {
    Spawn:
      BALL A 35
      BALL A 0 A_Countdown
      Loop
    Death:
      BALL A 4 A_FadeOut
      Stop
    }
}
This projectile will exist for seven seconds, and then fade away.
Awesome! This would do perfect. For now, I had to put like 64 lines of command than put "goto Death". Which was stupid. Thanks a bunch dude!
BTW. I will have 3 new Demons sprites out soon. Working on 1 new one and updating some other old ones i scrpped up form my Hellstorm folder. I hope you have fun with them when I finish.
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Deathsong12
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Post by Deathsong12 »

Well, I do love your spriting work. One of the reasons that Monster modding dosn't have the same support base that Weapons moddding does is that weapon sprites are much easier to make and far more common. I'm looking forward to the next bunch!
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Shadelight
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Post by Shadelight »

heh, now I know a new decorate feature :P
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Amuscaria
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Post by Amuscaria »

I have a question about Ripper missiles. They seem to do a lot more damage than they are supposed to. I have a mace weapon that does 8d8 damage + 32damagex64 radius. When it dies, it launches 6 rippers that does 5 strife damage. I managed to kill the cyberdemon within 19 hits. When I turn the secondary rippers to 4 damage, it took 3 times as much to kill him. How do rippers work? Do they deal infinite damage as long as they are in the target? Or is it that the faster they move the more damage it does?
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Caligari87
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Post by Caligari87 »

I think since they damage every tic that they're in contact, that's why they do more. A standard rocket will do 20*8 damage when it hits, but a ripper rocket will do 20*8 damage every tic that it's inside the monster, resulting in massive damage.

8-)
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Amuscaria
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Post by Amuscaria »

Caligari_87 wrote:I think since they damage every tic that they're in contact, that's why they do more. A standard rocket will do 20*8 damage when it hits, but a ripper rocket will do 20*8 damage every tic that it's inside the monster, resulting in massive damage.

8-)
Ah, thanks. That clears it up. DO you know of a way to make the wraithverge in doom (the souls automatically seek out targets and move from target to target as they kill them). Right now, my weapon has RIPPER and SEEKERMISSILE on so it clings to the target and deams a lot of damage to big targets, and not so much to smaller ones (Takes only 1 shot to kill the spidermastermind, but 7 for the cyberdemon). Do you know of a better way to do this?
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TheDarkArchon
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Post by TheDarkArchon »

Caligari_87 wrote:a ripper rocket will do 20*8 damage every tic that it's inside the monster, resulting in massive damage.
Not quite: It'll do between 20 and 160 damage every tic.
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Caligari87
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Post by Caligari87 »

..... :?

...Yes, 20 times 8...Exactly what I said.

8-)
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Enjay
 
 
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Post by Enjay »

20 times 8 is not the same as between 20 and 160. One is 160, the other is any value from 20 to 160 (inclusive in this case). Whether that's what was meant, I'm not sure.
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Caligari87
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Post by Caligari87 »

Okay, but that's the damage formula. It takes the given damage value and does a random damage between the value and value*8. Splitting hairs, really.

8-)
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Amuscaria
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Post by Amuscaria »

I think he meant that it can do either 20, 40, 60, 80, 100, 120, 140, or 160 damage. I think that's how it works for Zdoom. In EDGE, it';s a random value generated between the lowest and highest number including the two numbers on each end.
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Phobus
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Post by Phobus »

With ZDomo the damage would work exactly as you said.

The damage calculation for x damage would mean you have the following possibilities:

x
2x
3x
4x
5x
6x
7x
8x

And if you use +STRIFEDAMAGE with damage x you get the following possibilities:

x
2x
3x
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TheDarkArchon
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Post by TheDarkArchon »

Phobus wrote:
And if you use +STRIFEDAMAGE with damage x you get the following possibilities:

x
2x
3x
You forgot 4x. And whats ZDomo? :P
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Phobus
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Post by Phobus »

Strife damage is only up to 3* isn't it?

ZDomo is the typo that haunts me ATM, I do that more than any other single typo, but your sticking your tongue out at me, so I'm going to go and sulk now :D
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