Universal target dummy with damage numbers

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Jekyll Grim Payne
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Universal target dummy with damage numbers

Post by Jekyll Grim Payne »

I made a target dummy. Video in this twitter post: https://twitter.com/iAgent_Ash/status/1 ... 4205467648

Download: https://github.com/jekyllgrim/GZDoom-Target-Dummy
(It's best to download the repo rather than the release build)

There are 2 methods of using the dummy:

1. To summon the dummy, type summon ShootingRangeDummy in the console. If you want the dummy to face you upon spawning, type netevent summonDummy. Either of these options will summon a custom-designed voxel-based target dummy styled after an Imp.

2. Type netevent summonDummy:<monsterClassName> to summon a dummy that will look like a specific monster. For example, netevent summonDummy:Cyberdemon will summon a dummy that looks like a Cyberdemon. You can use any monster class as long as it's loaded into GZDoom and has valid sprites.

With the second method, the dummy will be less visually detailed, but will provide more information, such as informing you when you've dealt enough damage to kill the monster it's imitating. The dummy will also not take radius damage when it's imitating a boss monster with the NORADIUSDMG flag, like Cyberdemon.
GalaxyStranger01
Posts: 8
Joined: Wed May 31, 2023 7:19 pm
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Re: Universal target dummy with damage numbers

Post by GalaxyStranger01 »

Way cool! This will be fun to implement on my test map for weapon replacements.

With this, I'll be able to create a functional shooting range.
FGsouL
Posts: 4
Joined: Tue Nov 08, 2022 5:37 am

Re: Universal target dummy with damage numbers

Post by FGsouL »

THis doesnt work with LZDoom right?

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