Reisal Posted August 20, 2010 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 } } 0 Share this post Link to post
TheDarkArchon Posted August 20, 2010 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. 0 Share this post Link to post
Reisal Posted August 20, 2010 I am curious, can a fractional damage point be used again (IE 0.66)? 0 Share this post Link to post
tempun Posted August 21, 2010 Mr. Chris said:I am curious, can a fractional damage point be used again (IE 0.66)? Try STRIFEDAMAGE flag instead? 0 Share this post Link to post
Cat God25 Posted August 21, 2010 for ZombieFire, replace Damage 1 with Damage (random(1,2)) try it :P 0 Share this post Link to post
TheDarkArchon Posted August 21, 2010 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. 0 Share this post Link to post
Cat God25 Posted August 21, 2010 replace A_Explode(5,16,0) with A_Explode(2,16,0) (second number may vary :o ) is that a little better? 0 Share this post Link to post