Hurting yourself

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
Post Reply
User avatar
Captain Ventris
Posts: 4608
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Hurting yourself

Post by Captain Ventris »

This is something I've wondered for a while. When you accidentally injure yourself with your own weapon, it doesn't seem like you take full damage. Am I just crazy?
User avatar
Unknown_Assassin
Posts: 2468
Joined: Wed Apr 12, 2006 5:17 pm
Location: Where dead carcasses lie
Contact:

Re: Hurting yourself

Post by Unknown_Assassin »

Captain Ventris wrote:This is something I've wondered for a while. When you accidentally injure yourself with your own weapon, it doesn't seem like you take full damage. Am I just crazy?
I noticed that too. :?

EDIT: Now that I think about it; it's not really a surprise at all. You have to factor in the fact that all weapons have randomized damage in multiples of 1, 2, or 3 (d3...dice roll for 3 sides).
User avatar
Jimmy
 
 
Posts: 4726
Joined: Mon Apr 10, 2006 1:49 pm
Preferred Pronouns: He/Him
Contact:

Re: Hurting yourself

Post by Jimmy »

If you're referring to regular rockets, then the reason you never suffer the full brunt of the damage is that the rockets have a regular damage of 20, which is inflicted only to the target it hits directly. Of course anything in the radius of the explosion will suffer splash damage, including yourself, but the damage dealt never equates to a direct hit.
User avatar
Ixnatifual
Posts: 2287
Joined: Fri Dec 12, 2003 6:44 pm
Contact:

Re: Hurting yourself

Post by Ixnatifual »

Reminds meof when I found out about the -turbo parameter and got disappointed when I ran around my own stream of rockets and they passed right through me instead of hitting me.
User avatar
.+:icytux:+.
Posts: 2661
Joined: Thu May 17, 2007 1:53 am
Location: Finland

Re: Hurting yourself

Post by .+:icytux:+. »

jimmy91 wrote:If you're referring to regular rockets, then the reason you never suffer the full brunt of the damage is that the rockets have a regular damage of 20, which is inflicted only to the target it hits directly. Of course anything in the radius of the explosion will suffer splash damage, including yourself, but the damage dealt never equates to a direct hit.
iirc actually the splash damage of the regular rocket is a tad bit higher than the direct hit damage am i rite?
User avatar
Ryan Cordell
Posts: 4349
Joined: Sun Feb 06, 2005 6:39 am
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Capital of Explodistan

Re: Hurting yourself

Post by Ryan Cordell »

Not a tad, quite a lot. At least, more than four times. If I'm right, A_Explode (which is defaultly used by the rocket) uses these values by default.. 128 for the Radius and 92 (or 96, can't recall) for damage. I think.
User avatar
Project Shadowcat
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA
Contact:

Re: Hurting yourself

Post by Project Shadowcat »

Damage is inversely proportional to how close you were from the blast. If you took a direct hit, it was 1d20x8 for the direct hit, plus 128 guaranteed for being at 0 range. If you were 64 units away, you took 64 damage. Blasting yourself on a wall was 128 damage (survivable with blue armor and probably green, too).
User avatar
printz
Posts: 2649
Joined: Thu Oct 26, 2006 12:08 pm
Location: Bucharest, Romania
Contact:

Re: Hurting yourself

Post by printz »

Yes, not those user-friendly launchers from Quake.
clarisse23
Posts: 2
Joined: Sat Jul 04, 2009 2:17 am

Re: Hurting yourself

Post by clarisse23 »

the damage dealt never equates to a direct hit.
User avatar
leileilol
Posts: 4449
Joined: Sun May 30, 2004 10:16 am
Preferred Pronouns: She/Her
Location: GNU/Hell

Re: Hurting yourself

Post by leileilol »

unless it's this
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: Hurting yourself

Post by Gez »

Blade Nightflame wrote:Not a tad, quite a lot. At least, more than four times. If I'm right, A_Explode (which is defaultly used by the rocket) uses these values by default.. 128 for the Radius and 92 (or 96, can't recall) for damage. I think.
A_Explode by default deals 128 damage in a 128 "radius" (so if you're 50 units away from the center, you get 128-50=78 damage from it). The rocket also deals 20d8 damage from direct impact (damage property of 20, a missile deals d8 points of damage normally or d4 if it has the STRIFEDAMAGE flag), so the theoretical maximum damage from a rocket is 20x8+128 = 288 points of damage. The average damage will be about 90 from impact and a bit less than 128 from the blast (since you're seldom really right in the middle of the explosion).

Note that the radius is not a real radius, it's square rather than circular. Your distance away from the epicenter is the greater of the X distance or the Y distance from it, for this reason blast damage propagates further in diagonal lines than in straight lines. However, trigonometry is applied correctly for the Z distance, unless using the flags that provoke infinitely tall explosions where the Z distance is made irrelevant.
Post Reply

Return to “General”