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Custom damagetypes and custom Death states....

Posted: Fri Mar 02, 2007 7:40 pm
by ant1991331
How do I make custom death states towards custom damage types?

I have a weapon "DamageType Volt" what would I do as a state to make a death type for this damage type?

Posted: Fri Mar 02, 2007 8:00 pm
by The NUtcracker
I'm very sure you can't.

Posted: Fri Mar 02, 2007 8:01 pm
by GeeDougg
Sounds to me like it should be possible.... What makes you so sure you can't?

Posted: Fri Mar 02, 2007 8:03 pm
by The NUtcracker
In the several hundred zdoom wads I played, not 1 had that in it. I think it's similar to how there are a couple attacks that pravus from hexen 2 uses can't be done in decorate.

Posted: Fri Mar 02, 2007 8:19 pm
by GeeDougg
I'm fairly sure "what you've seen" in ZDooM WADs isn't proof for what can't be done with DECORATE....

Posted: Fri Mar 02, 2007 8:33 pm
by wildweasel
It's been more or less confirmed as a ZDoom feature, but nobody seems to know (or at least, nobody's mentioned) how to use it.

Posted: Fri Mar 02, 2007 8:49 pm
by Shadelight
It's only an SVN and GZDoom feature, I think.

Posted: Fri Mar 02, 2007 9:05 pm
by The NUtcracker
GeeDougg wrote:I'm fairly sure "what you've seen" in ZDooM WADs isn't proof for what can't be done with DECORATE....
No it isn't proof. The point is supposed to be that if the feature can be done, I've never seen it in the large amount of ZDoom wads I've played.

Posted: Fri Mar 02, 2007 9:09 pm
by Matt
I suspect there's some kind of damageinfo lump that determines what state lable corresponds to what damage type?

Posted: Fri Mar 02, 2007 9:33 pm
by GeeDougg
The NUtcracker wrote:
GeeDougg wrote:I'm fairly sure "what you've seen" in ZDooM WADs isn't proof for what can't be done with DECORATE....
No it isn't proof. The point is supposed to be that if the feature can be done, I've never seen it in the large amount of ZDoom wads I've played.
I presume that there are many more features other than that, which haven't been used yet in any ZDooM/GZDooM/SkullTag/ZDaemon WAD.

Posted: Fri Mar 02, 2007 9:39 pm
by Osiris Kalev
For the monster you want to implement this pain onto, make a new state based on the name of the damage you made, which in this case is Volt. So:
pain.Volt will make the monster jump to this state when the monster is in pain from that projectile/weapon.
death.Volt will make the monster jump to this state if the monster dies from that type of damage. Same goes with xdeath.Volt.

I'm sure this is how it worked, I'll need to test it. However, this only works with the SVN version of ZDoom or GZDoom 1.0.22.

Posted: Sat Mar 03, 2007 12:11 am
by Matt
Well, hot damn, it worked! :DDD

EDIT: It doesn't work for hitscan attacks. D:

Posted: Sat Mar 03, 2007 12:25 am
by GeeDougg
LOL! You and hitscan attacks.... :wink: It's funny how everything you want to do with hitscans always ends up failing.... No luck eh?! I'm gonna start calling you captain hitscan from now on haha.... :D

Posted: Sat Mar 03, 2007 12:33 am
by Osiris Kalev
That's because you have to make a new puff type with that damagetype on it to work. Unfortunatly, the weapon doesn't set the damagetype, the bulletpuff does.

Just inherit BulletPuff and put damagetype as whatever you want.

Posted: Sat Mar 03, 2007 12:35 am
by Matt
Hey, just trying to think of an alternative to all those instagib sniper rifles out there D:
EDIT: Durh, right, +noextremedeath.

I'd have given up ages ago, except that projectile speed 200 (maximum before things get screwy) translates to about 387 feet per second, i.e., a really hard-hitting paintball...

EDIT: Instaposted. Didn't realize that would work, thanks!