DANZA Posted April 23, 2019 Is it possible to make the SSG sometimes gib enemies via DEH? does a wad like that exists? 1 Share this post Link to post
Edward850 Posted April 23, 2019 (edited) No. The SSG, as you can observe, fires 20 hitscans for each attack. Doom deals this damage as it happens (it's not cumulative) so an enemy will die from a single hit of 5-15 damage, well below the threshold of any enemy to reach gib death. As the enemy is already dead by the time the next hitscan is processed, no further damage is dealt and death has already happened. Dehacked only modifies the frame table, the change here that would be needed would be rather invasive to Doom's hitscan behavior. Edited April 23, 2019 by Edward850 1 Share this post Link to post
DANZA Posted April 24, 2019 Yeah, that makes sense. Thanks for the explanation! 0 Share this post Link to post
Empyre Posted April 24, 2019 (edited) You can do it in DECORATE with the +EXTREMEDEATH flag, but as you probably know, that would limit you to ZDoom-based ports, but it would also open up such a world of possibilities. 0 Share this post Link to post
Edward850 Posted April 24, 2019 1 hour ago, Empyre said: You can do it in DECORATE with the +EXTREMEDEATH flag, but as you probably know, that would limit you to ZDoom-based ports, but it would also open up such a world of possibilities. It would also mean that every SSG kill would gib, regardless of context. 0 Share this post Link to post
ReaperAA Posted April 24, 2019 9 hours ago, Edward850 said: No. The SSG, as you can observe, fires 20 hitscans for each attack. Doom deals this damage as it happens (it's not cumulative) so an enemy will die from a single hit of 5-15 damage, well below the threshold of any enemy to reach gib death. As the enemy is already dead by the time the next hitscan is processed, no further damage is dealt and death has already happened. Dehacked only modifies the frame table, the change here that would be needed would be rather invasive to Doom's hitscan behavior. My knowledge is limited on this matter but couldn't it work if the damage of the each pellet is increased. As far as I know gibbing requires a monster to take such a damage so its health is less than the negative of its original hit points. For example a zombieman has 20 hp then his health would have to reach below -20 to gib. Assume if the damage of each pellet is increased from 5-15 to 15-30. Now if we shoot a zombieman with SSG and the first pellet does 15 damage, his health would drop to 5 and then if the next pellet does 30 damage, his health would drop to -25, thus gibbing him. Of course it would be a rare occurence and it would also make the SSG imbalanced (unless the number of pellets are also adjusted). But its a way nonetheless. 0 Share this post Link to post
Edward850 Posted April 24, 2019 That'd work, at least for the zombie guy. However I'm not 100% sure that you can modify the damage of the SSG attack from dehacked. 0 Share this post Link to post
Liberation Posted April 24, 2019 To up the damage on player hitscan weapons requires editing the source code as its hard coded. 1 possible option is to lower enemy health and rebalance every thing else around that. 1 Share this post Link to post
Krull Posted April 24, 2019 (edited) . Edited September 2, 2023 by Krull 2 Share this post Link to post