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Reisal

Flamer Zombie - reduce damage

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I have this guy being tossed into levels by Oblige and he's very powerful in terms of the flame weapon killing other monsters easily, even as strong as barons and able to kill an unarmored, healthy player in a few seconds..

I'm looking to reduce the damage a bit so it's not overkill...here is his DECORATE:

ACTOR FlamerZombie 31497
{

    Health 50
    Radius 20
    Height 56
    Speed 8
    PainChance 100
    MONSTER 
    +FLOORCLIP
    SeeSound "grunt/sight"
    AttackSound "weapons/flamer"
    PainSound "grunt/pain"
    DeathSound "grunt/death"
    ActiveSound "grunt/active"
    Obituary "%o got fried by a flamer zombie."
    MeleeRange 192
    States
    {
    Spawn:
        FLMZ AB 10 A_Look
        Loop
    See:
        FLMZ A 4 A_Chase("", "")
        FLMZ ABBCCDD 4 A_Chase
        Loop
    Melee:
        FLMZ E 5 A_FaceTarget
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
        FLMZ E 0 A_FaceTarget
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
        FLMZ E 0 A_FaceTarget
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
        FLMZ E 0 A_FaceTarget
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
      	FLMZ F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
        Goto See
    Pain:
        FLMZ G 3
        FLMZ G 3 A_Pain
        Goto See
    Death:
        FLMZ H 5
        FLMZ I 5 A_Scream
        FLMZ J 5 A_Fall
        FLMZ K 5
        FLMZ L -1
        Stop
    XDeath:
        FLMZ O 5
        FLMZ P 5 A_XScream
        FLMZ Q 5 A_Fall
        FLMZ RSTU 5
        FLMZ V -1
        Stop
    Raise:
        FLMZ KJIH 5
        Goto See
    }
}

ACTOR ZombieFire
{
   Radius 2
   Height 4
   Speed 16
   Damage 1
   PROJECTILE
   RENDERSTYLE ADD
   DamageType Fire
   ALPHA 0.67
   Scale 0.67
   SeeSound "weapons/flamer"
   DeathSound "weapons/scorch"
   +THRUGHOST
   States
   {
   Spawn:
      NULL A 2 Bright
      FRFX ABCD 2 Bright A_Explode(5,8,0)
      FRFX D 0 Bright A_Lowgravity
      FRFX EFG 2 Bright A_Explode(5,16,0)
      FRFX HIJ 2 Bright A_Explode(5,32,0)
      FRFX KLM 2 Bright A_Explode(5,64,0)
      FRFX NO 2 Bright
      stop
   Death:
      FRFX HIJ 2 Bright A_Explode(5,32,0)
      FRFX J 0 A_CustomMissile ("DropFire",0,0,0,4)
      FRFX KLM 2 Bright A_Explode(5,64,0)
      FRFX NO 2 Bright
      stop
   }
}

ACTOR DropFire
{
   Radius 8
   Height 40
   PROJECTILE
   RENDERSTYLE ADD
   DamageType Fire
   ALPHA 0.90
   -NOGRAVITY
   +LOWGRAVITY
   +NOEXPLODEFLOOR
   +NODAMAGETHRUST
   +THRUGHOST
   States
   {
   Spawn:
      FLME A 1 Bright A_Playsound("weapons/onfire")
      FLME A 1 Bright A_Explode(5,16,0)
      FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,16,0)
      FLME A 1 Bright A_Playsound("weapons/onfire")
      FLME A 1 Bright A_Explode(5,32,0)
      FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,16,0)
      FLME A 1 Bright A_Playsound("weapons/onfire")
      FLME A 1 Bright A_Explode(5,32,0)
      FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,16,0)
      FLME A 1 Bright A_Playsound("weapons/onfire")
      FLME A 1 Bright A_Explode(5,32,0)
      FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,16,0)
      FLME A 1 Bright A_Playsound("weapons/onfire")
      FLME A 1 Bright A_Explode(5,32,0)
      FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,16,0)
      FLME A 0 A_Jump(192,1)
      loop
      NULL A 0
      goto death
   Death:
      NULL A 1 Bright
      stop
   }
}

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The best thing to do is to replace some of the flames with ones that are purely decorative. Right now, each flame does plasma rifle ball level of damage at 3 times the speed of a plasma gun until his burst ends. This is before accounting for the DropFlame actor and the fact that the sheer number of them that'll spawn will more often than not lock anything that isn't a Cyberdemon or a Spider Mastermind into their pain state and force then to suck up the splash damage.

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I am curious, can a fractional damage point be used again (IE 0.66)?

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Mr. Chris said:

I am curious, can a fractional damage point be used again (IE 0.66)?

Try STRIFEDAMAGE flag instead?

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tempun said:

Try STRIFEDAMAGE flag instead?


Obsolete due to fact you can actually use proper expressions for damage calculation, see

Cat God25 said:

for ZombieFire, replace

Damage 1

with

Damage (random(1,2))

try it :P


but even then, it will only do minor reductions to the damage being caused, since most of the damage comes from the splash damage of the flame and not the direct impact of the flame.

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