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DemonusDefunctus

Modding monster damage? Hitscan?

Question

Glad to finally be part of this forum I have been a doomer since I was 7. More than 20 years later and I just discovered modding(YAY). Brutal doom, Beautiful doom, Overkill ect.

 

I have been making maps and doing some custom texture and even altering scripts for about 3 weeks now. I have run into a issue where battle is unbalanced.

 

Lowering the health of the monsters doesn't have the right affect. I am using Slade 3 to edit the decorates and such. How would I go about reducing the damage given by a monster. I don't know anything about how hitscans work and little about projectiles. Any help is appreciated.  

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I think Custommissile damage is set in the missile actor body itself.

 

Example

 

Spoiler

actor FireWave
{
PROJECTILE
Radius 3
Height 50
+DONTBLAST
+ACTIVATEMCROSS
+ACTIVATEPCROSS
+DONTREFLECT
Damage 20
DamageType Fire
Speed 20
States
{
Spawn:
FLME AAABBBCCC 3
stop
}
}

 

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Use A_CustomBulletAttack in the state, and specify the info in order (horizontal spread, vertical spread, bullet amount, damage per bullet, etc.)

 

Example from ZDoom Wiki:

 

     Missile:

                  SPOS E 2 A_FaceTarget

                  SPOS E 0 A_PlaySound("weapons/sshotf")

                  SPOS F 3 Bright A_CustomBulletAttack(2, 2, 1, 20)

                  SPOS E 5

                Goto See

Edited by Angry_Cat : ZDoom wiki example.

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14 hours ago, Angry_Cat said:

Use A_CustomBulletAttack in the state, and specify the info in order (horizontal spread, vertical spread, bullet amount, damage per bullet, etc.)

 

Example from ZDoom Wiki:

 

     Missile:

                  SPOS E 2 A_FaceTarget

                  SPOS E 0 A_PlaySound("weapons/sshotf")

                  SPOS F 3 Bright A_CustomBulletAttack(2, 2, 1, 20)

                  SPOS E 5

                Goto See

 

Actually modding the custombulletattack was more or less straight forward. I am having an issue with custommissiles I am unsure of how there damage and/or damage type is defined.

 

The grenade and missile kill far to easily... which would be fine I am using this guy in a closed quarters.
 

Spoiler

Spawn:
       TERM AB 10 A_Look
       Loop
   See:
       TERM A 1 A_Playsound("Terminator/terstepA")
       TERM A 3 A_Chase
       TERM A 4 A_Chase
       TERM B 4 A_Chase
       TERM B 4 A_Chase
       TERM C 1 A_Playsound("Terminator/terstepA")
       TERM C 3 A_Chase
       TERM C 4 A_Chase
       TERM D 4 A_Chase
       TERM D 4 A_Chase
       Loop
   Pain:
       TERM L 3     
       TERM L 3 A_Pain
       Goto See
   Missile:
       TERM E 0 A_Jump(192, 5)
       TERM E 8 A_FaceTarget
       TERM F 8 Bright A_CustomMissile("TerminatorBlaster",38,15,0,0)
       TERM E 0 A_jump(128, 1)
       Goto See
       TERM E 8 A_Spidrefire
       Goto Missile+1
       TERM G 0 A_Jump(160, 9)
       TERM G 2 A_Facetarget
       TERM H 1 Bright A_CustomBulletAttack (15, 8, 1, 1, "Terminatorpuff",,CBAF_NORANDOM)
       TERM H 1 Bright A_Playsound("Terminator/tershotB")
       TERM G 2 A_Facetarget
       TERM I 1 Bright A_CustomBulletAttack (15, 8, 1, 1, "Terminatorpuff",,CBAF_NORANDOM)
       TERM I 1 Bright A_Playsound("Terminator/tershotB")
       TERM G 0 A_jump(16, 2)
       TERM G 1 A_Spidrefire
       Goto Missile+7
       TERM J 0 A_Jump(128, 3)
       TERM J 8 A_Facetarget
       TERM K 8 Bright A_CustomMissile("Redstar", 38, -15, 0, 0)
       Goto See
       TERM J 0 A_Jumpifcloser(192, 3)
       TERM J 8 A_Facetarget
       TERM K 8 Bright A_CustomMissile("Redgrenade", 38, -15, 0, 0)
       Goto See
       TERM J 8 A_Facetarget
       TERM K 8 Bright A_CustomMissile("Redstar", 38, -15, 0, 0)
       Goto See   
   Death:
       TERM M 6 A_Scream
       TERM N 4
       TERM OPQ 4 Bright
       TERM R 0 Bright A_FaceTarget
       TERM R 0 Bright A_SpawnItemEx("TerminatorHead", 15, 0, 90, 10, 0, 0, -170, 128)
       TERM R 0 Bright A_SpawnItemEx("TerminatorShoulder", 60, 0, 75, 8, 0, 0, -70, 128)
       TERM R 4 Bright A_SpawnItemEx("TerminatorArm", 60, 0, 0, 3, 0, 0, -90, 128)
       TERM STUV 4 Bright
       TERM W 4
       TERM X 6 A_Fall
       TERM Y 6
       TERM Z 1 A_Playsound("Terminator/terstepA")
       TERM Z 5
       TERM [ -1   
       Stop

 

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