[v1.7.2] Critical Shots - Headshots, Backstabs and Crits!

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Lagi
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Re: [v1.4] Critical Shots - Headshots, Backstabs and Crits!

Post by Lagi »

Great! the blood splatter is a welcome addition. Unfortunately the small and big one looks exactly the same, maybe there is little less/more puffs but I cannot notice it in game. If you want to stick to stock resources, how about Bleeding effect? Monster after particular hit is bleeding for some time. I would set fountain for headshots, and bleeding for crits.
Other distinction could be direction of blood splatter: current UP fountain splash, or FORWARD/Down spill.

Backstab angle is much better, I even manage to pull that off quite frequently (shift move around zombie). Still punching enemies for backstab is a "gameplay trap". I was lurking for some infights, but most of the time, by the time i reach the back of some trooper he turn around already.
IMO 1st wimpy melee weapon should receive some dedicated factor /multiplier of damage. And release the backstab to be done with each weapon. Im certain that shooting ones back would be MUCH easier, that having also to close the distance, after seeing opportunity.

Instead of damage, the effect of Crits could be stun - a prolongate pain state (like 5x time of pain state OR just fixed by slider value).

Playing heretic - gauntlets of necromancer provide steady income of headshot/crits - greatly increasing the power of this weapons. I believe same is with chainsaw.
in heretic there is Sabreclaw [clink] (or IronLiche) who has no blood, and blood splatter produce red fountain .


Crtis and headshots (as I said before) nicely change gameplay. I now wait for enemies attack hoping for crits, or aim for head. It give very "cinematic" touch to game, when each monster have time to present himself.
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r&r
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Re: [v1.4] Critical Shots - Headshots, Backstabs and Crits!

Post by r&r »

A few Sounds samples for Head shots and back stabs

these two are from Resident evil 1 ps1

12 is a Hunter slash

Z_HEAD is a zombie head explode sound

Then there the nightmare creatures

cutbody mostly sounds what it says

House of the dead blood_splat2

https://mega.nz/file/BnQBXAIA#UTK_mcTwP ... GL25GrRvNo
slyrboi
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Re: [v1.4] Critical Shots - Headshots, Backstabs and Crits!

Post by slyrboi »

This is a very satisfying mod indeed, it makes quite a dynamic shooting in the game
Some suggestions, could you add the "ding" weak point sound from doom eternal for the crit sfx or headshot sfx?
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Lagi
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Re: [v1.4] Critical Shots - Headshots, Backstabs and Crits!

Post by Lagi »

slyrboi wrote:Some suggestions, could you add the "ding" weak point sound from doom eternal for the crit sfx or headshot sfx?
look at post above how it should be done, R&R provide ready package of sounds.
No one want to waste his time looking for sounds, trimming and converting them to .ogg.
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Mikk-
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Re: [v1.4] Critical Shots - Headshots, Backstabs and Crits!

Post by Mikk- »

I don’t mind looking for and converting sound files, but with the case of Doom Eternal, I don’t know if the sounds ripping tools are completed yet. I’d also like to get my hands on the headshot sound effect, too but it might just be a matter of time.
Tohg7.
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Re: [v1.4] Critical Shots - Headshots, Backstabs and Crits!

Post by Tohg7. »

I've been wondering, is there any way for Ultra-Crispy's melee to work with your Headshot mod? i've noticed the machete melee can't headshot.
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JohnDoe8
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Re: [v1.4] Critical Shots - Headshots, Backstabs and Crits!

Post by JohnDoe8 »

I've had the same thing with Final Doomer, headshots don't seem to register with firearms but melee weapons somehow do.
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Mikk-
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Re: [v1.5] Critical Shots - Headshots, Backstabs and Crits!

Post by Mikk- »

Okay so here's version 1.5 - I added minor compatibility patches for Ultra Crispy & Final Doomer. I also added the four sound effects kindly supplied by r&r a few posts above. I also fixed a bug where you couldn't perform backstabs or headshots when the enemy has been stunned by a counter-crit. I've also modified the way the mod handles CVars, you can now change the variables at will without having to restart each time. Download v1.5 Here!
Someone64
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Re: [v1.5] Critical Shots - Headshots, Backstabs and Crits!

Post by Someone64 »

It seems that the crits feature doesn't work properly with the DRLA Monster pack. None of the monsters can be critted no matter what and you literally constantly crit with almost every hit when fighting evil player-class counterpart monsters. The other features (headshots and backstabs) work just fine, though. I've tested with other monster packs to make sure and crits are working just fine with those.

Otherwise, this is a really great mod and an interesting way to balance out difficulty when adding mods that add difficulty instead. The only other problem I have with it (and this is a GZDoom issue) is that the sliders are jank due to the extremely wide range the damage mults have. I can almost never get them in the right place and I think they would be better off as input fields so we can manually put the numbers in that we want. Pressing left and right on the slider doesn't work well either and leads to weird numbers.

Also, I'd like to suggest a balance change for the way crits work. Basically if you have an automatic weapon it's pretty much almost a guaranteed way of getting a crit on an enemy which stuns them for extremely long, making it too powerful. It would be harder to just lands crits by spraying if you made it so that you cannot crit an enemy if you hit it too soon before the crit frames are up. Maybe you should even add an option of how many frames before the crit window the 'crit whiff window' would be.
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Mikk-
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Re: [v1.5] Critical Shots - Headshots, Backstabs and Crits!

Post by Mikk- »

I'm not sure how easily I can fix the DRLA monster issue. It stems from the fact that my mod checks whether the monster is in the "Missile" state, and DRLA monsters use the Missile state as a base for jumping to other attack states. I'm unsure of how I can catch this. This will be an issue with all monsters that have more complex/multiple attacks, it's not possible to account for each and every unique attack state, so some monsters will not be able to be countered. Just a limitation of the system, to the extent of my knowledge.

About the balance change re: criticals, I'll see what I can do. I've been toying with the idea of offsetting the initial counter period, or changing the length of the stun. Could even introduce a variable stun time depending on the amount of damage dealt? Not sure. It'll take some tweaking until I find the right balance. Again, with a universal system, it won't be easy to do a catch-all solution.
DitheredOutput
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Re: [v1.5] Critical Shots - Headshots, Backstabs and Crits!

Post by DitheredOutput »

Hi there. Thanks for this great mod. I'd appreciate anyone's help on the following:

I'm looking to implement it into a TC mod with limited success. Headshots will not register. Critical shots seem to work ok.

I'm trying to gain some sort of understanding of zscript but I'm having trouble following it. (Despite your source being well commented)

Could I ask:
When a user is plugging it into a mod what dependencies does it have/ or what could typically break it?

I'm using QuakeMovement, will a custom Playerclass break it?
I feel like tests with Zmovement didn't work either.

I guess I'm struggling to identify what logic determines headshots to be broken whilst the critical shots work.

Thanks.
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BradmanX
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Re: [v1.5] Critical Shots - Headshots, Backstabs and Crits!

Post by BradmanX »

DoomwithaView wrote:Could I ask:
When a user is plugging it into a mod what dependencies does it have/ or what could typically break it?

I'm using QuakeMovement, will a custom Playerclass break it?
I feel like tests with Zmovement didn't work either.

I guess I'm struggling to identify what logic determines headshots to be broken whilst the critical shots work.

Thanks.
There are no dependencies, everything required for the mod is in it, since it's made to play with just about any game or mod you want.
This mod should work with most things without having to integrate it, custom classes definitely don't break it from what I've seen, and I've used it with quite a few mods without any issues executing headshots on most enemies. So unless it's a confliction with Quakemovement or Zmovement (Not impossible, though I kinda doubt it), you might just not be hitting the right spot, some enemies are harder to headshot than others.
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00face
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Re: [v1.5] Critical Shots - Headshots, Backstabs and Crits!

Post by 00face »

I love your mod, do you think you could make it compatible with Target-Spy and the like? It works fine, but shows it's own target-spy for the head shots, if you could somehow hide that, it would be stellar.

Thank you for your time and coding so far.
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Mikk-
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Re: [v1.5] Critical Shots - Headshots, Backstabs and Crits!

Post by Mikk- »

00face wrote:I love your mod, do you think you could make it compatible with Target-Spy and the like? It works fine, but shows it's own target-spy for the head shots, if you could somehow hide that, it would be stellar.

Thank you for your time and coding so far.
Are you sure you're using the correct mod? This shouldn't be happening.
DoomwithaView wrote:Hi there. Thanks for this great mod. I'd appreciate anyone's help on the following:

I'm looking to implement it into a TC mod with limited success. Headshots will not register. Critical shots seem to work ok.

I'm trying to gain some sort of understanding of zscript but I'm having trouble following it. (Despite your source being well commented)

I would not be able to tell immediately why the headshots aren't registering. I know there's a few key points to work with, which I'll explain below.
DoomwithaView wrote: When a user is plugging it into a mod what dependencies does it have/ or what could typically break it?
For the mod to register any kind of crit/headshot/backstab the projectile or hitscan puff MUST exist for at least 1 tic, if the puff does not, the event handler will not catch it in time, and maybe even cause an error (reading from null address). The victim in question must also have a valid height, and must not be declared in the "headshot_ignore" array (also, headshots are dependant on the csh_headshots_enabled cvar)
DoomwithaView wrote: I'm using QuakeMovement, will a custom Playerclass break it?
I feel like tests with Zmovement didn't work either.
I haven't tested this with ZMovement, but it should work fine, as far as I know, zmovement only changes the player class and Critical Shots should account for any and all playerclasses.

If you still require more assitance it might be advisable to take this to PM, as I may need to take a look at what you are doing in your TC.
DitheredOutput
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Re: [v1.5] Critical Shots - Headshots, Backstabs and Crits!

Post by DitheredOutput »

Thank you for the replies Bradmanx and Mikk.

I've got it working!
I *think* it was the 1tic puff issue.
It had nothing to do with any of the movement mods.
This is an awesome, clean headshot system. Thanks again.

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