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DANZA

SSG gib dehacked mod?

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Is it possible to make the SSG sometimes gib enemies via DEH? does a wad like that exists?

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Posted (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 by Edward850

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Yeah, that makes sense. Thanks for the explanation!

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Posted (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.

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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.

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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.

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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.

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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.

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Here you go, a partial solution to your problem in MBF format. I've set bullet puffs to use DETONATE, making a small explosion that deals 30 damage. With zombies set to "puff instead of bleed" in the thing options, a single bullet hit has a roughly 50/50 chance of gibbing zombiemen, but no other monsters. Damage from hitscan weapons against targets that bleed (including the player) is unchanged, but you might not want to shoot a wall or a zombie at close range, especially not with either of the shotguns.

 

This is a partial solution because the only weapons capable of gibbing zombies now are the pistol and the chaingun. This is probably due to their bullets dealing a small amount of damage - not enough to kill a zombie outright - so that it's the much more powerful bullet puff that deals the killing blow. Shotguns, by contrast, deal fatal hitscan damage, thereby putting zombies into their default death animation just before DETONATE is called. It doesn't help that codepointers don't work on the first frame a thing is spawned on, so I had to set the damaging frame 4 tics later, on the second frame of animation. Even if this could be circumvented, however, my guess is that hitscan damage would still be dealt 'before' the bullet puff thing is spawned, despite both events seeming to take place within 0 tics of each other.

 

To conclude, you could contrive some sort of powerful railgun or sniper rifle type weapon with this method - say, a rifle that fires 10 0-tic pistol shots, dealing heavy damage to most targets and gibbing zombies - but you can't have a gibbing shotgun. And you might want to nerf the pistol too (say, by making it fire a weak plasma bolt, and having the plasma gun's firing frame use FIREOLDBFG instead).

bullet gib test.zip

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