Pain chance factor on weapons
Moderator: GZDoom Developers
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- Posts: 969
- Joined: Wed Mar 06, 2013 5:31 am
Pain chance factor on weapons
I could really use a way to adjust pain chance on weapons, without the need to edit monsters. A setting like PainChanceFactor would work wonders. Currently, if I want a powerful weapon to have a higher chance of stunning, my only recourse is adding a bunch of mini a_explodes to the impact.
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- Posts: 1284
- Joined: Fri Nov 07, 2008 3:29 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
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Re: Pain chance factor on weapons
This is a "just" tier solution but here's how you can legally hack it:
Code: Select all
// Do this on a puff or projectile.
override void BeginPlay()
{
Super.BeginPlay();
if(random(1, 100) <= 40) // 40% chance to commit pain, which of course stacks on top of any current painchances. Edit to fit your needs.
{
bFORCEPAIN = true;
}
}
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- Posts: 969
- Joined: Wed Mar 06, 2013 5:31 am
Re: Pain chance factor on weapons
Appreciate the help.