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Splah Damage
Posted: Sat Mar 27, 2004 8:59 pm
by Scuba Steve
I was reading the tutorial on Monster decoration lumps... and I noticed NORADIUSDMG.
If you can set monsters to Splash damage immunity, is it possible to set the player to be immune to splash damage... like your own rocket launcher?
Posted: Sat Mar 27, 2004 9:02 pm
by Giest118
No.
Posted: Sat Mar 27, 2004 9:25 pm
by Risen
you can set it in the console, but I don't think it is settable for a mod.
Posted: Sat Mar 27, 2004 10:38 pm
by chopkinsca
wait until .64 and replace the rocket with a projectile that is almost the same except dontharmshooter... maybe
Posted: Sun Mar 28, 2004 3:43 am
by Graf Zahl
chopkinsca wrote:wait until .64 and replace the rocket with a projectile that is almost the same except dontharmshooter... maybe
That would work. Several Hexen projectiles do exactly that.
Posted: Sun Mar 28, 2004 1:18 pm
by Anakin S.
But the rocket wouldn't have a particle trail. It would be really cool if there could be a generic actor function that spawns sparks or particles with arguments to set the color, distance, angle, x and y offsets.
Then again, we could probably make a particle trail by using Hexen's spark sprites and creating dozens of little projectiles spawned at random angles.
Posted: Sun Mar 28, 2004 2:36 pm
by Kate
Anakin S. wrote:...we could probably make a particle trail by using Hexen's spark sprites and creating dozens of little projectiles spawned at random angles.
You mean like the Wraith fireball? That sounds like an interesting idea...
Posted: Sun Mar 28, 2004 9:50 pm
by Risen
I never liked the ZDoom rocket trails anyway. They get in the way more than anything else. But if you want more of a vapor trail effect with sprites, you can do that.
Posted: Sun Mar 28, 2004 10:07 pm
by chopkinsca
Anakin S. wrote:But the rocket wouldn't have a particle trail.
oops, PARTICLE trail... my bad.
You could make another projectile actor with a small lifespan, speed of 0, and nogravity. Then set the rocket to fire this projectile every couple of frames in it's spawn state.
Posted: Mon Mar 29, 2004 1:03 am
by Nanami
chopkinsca wrote:Anakin S. wrote:But the rocket wouldn't have a particle trail.
oops, PARTICLE trail... my bad.
You could make another projectile actor with a small lifespan, speed of 0, and nogravity. Then set the rocket to fire this projectile every couple of frames in it's spawn state.
The particles are a little more complex than that though. There are orange ones and white ones. White ones stay at relatively the same Z height and spread a little before fading out. Orange ones tend to fall downward with slight variation before fading out.
It'd be sort of hard to emulate.