Some questions to damage counting

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De-M-oN
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Some questions to damage counting

#1

Post by De-M-oN » Wed Jul 15, 2015 9:27 pm

Would it be somehow possible to mod sv_awarddamageinsteadkills to even count the actual damage values instead of only 1 point for 100 damage?
_

Can I draw somehow a damage counter at HUD/Automap?
Can I add an Total Damage Done Counter at intermission?

Scoredoom shows me how much damage I've done when I shoot at enemies.
Even with Splash and Impact Damage (Splash was blue and Impact was red if I remember right)

How can I use this feature at GZDoom / Zandronum too?


And a thing about knockback which disturbs me about the doom engine:

If I kill a zombie, only the bullets needed to kill it will actually hit its body. The rest of the bullets are going into the next enemies / wall (which is good, this lets you kill 3 imps in a row for example. This is good and fine). But this has the disadvantage, that small monsters are never really pushed by knockback. If I shoot a pistol zombie with my quad shotgun it just falls down, while a for example cacodemon gets correctly knockbacked far away. And it would make sense that especially smaller enemies got pushed even more away instead of being nearly unaffected of knockback.
Any way to mod the engine to do a better job here?

Catastrophe
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RE: Some questions to damage counting

#2

Post by Catastrophe » Wed Jul 15, 2015 9:53 pm

No to all 3. Main problem is figuring out the amount of damage dealt if two people attack the same monster on the same tic.
Last edited by Catastrophe on Wed Jul 15, 2015 9:54 pm, edited 1 time in total.

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Ivan
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RE: Some questions to damage counting

#3

Post by Ivan » Wed Jul 15, 2015 10:15 pm

For knockback, give the weapon puffs unique damage types and if the monster is killed by them, have them get knocked by by ThrustThing.
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De-M-oN
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RE: Some questions to damage counting

#4

Post by De-M-oN » Wed Jul 15, 2015 11:31 pm

And in case of Single Player?

I especially dont know how to do, if possible.

@Ivan I try to understand what you mean later. Thanks so far.

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Ænima
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RE: Some questions to damage counting

#5

Post by Ænima » Thu Jul 16, 2015 1:23 am

It's pretty simple, your big Clint Eastwood-style body flinging gun fires custom bulletpuffs that do a custom damage type. By default this doesn't matter for most monsters because they'll behave the same EXCEPT for the ones you define corresponding custom painstates/death states for, in this case your paperweight zombies. You can use that custom death state to do your acrobatics to the monster's body. Honestly all you need is a little Z thrust to get them off the floor and then their existing X/Y momentum carries them through the air. In SST I used a function that multiplied it but shit starts getting weird and buggy if you do that.
Last edited by Ænima on Thu Jul 16, 2015 1:24 am, edited 1 time in total.
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De-M-oN
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RE: Some questions to damage counting

#6

Post by De-M-oN » Fri Nov 20, 2015 2:55 am

@catastrophe: It didnt come to mind directly, but now where I see this thread and your post again:

sv_awarddamageinsteadkills does already count damage. Otherwise this scoring system wouldnt work.
And it was only done 1 point for 100 damage to have less high numbers. (which wouldnt be that high with 2 digits more though -- but that was the reason.. ) and this said Torr Samaho.
Also if you look at scoreboard it sorts already the players. For example all players have zero points, and now I do the first damage on an imp. Then the scoreboards sorts me to first place, also if I'm still at zero points (because of below 100 damage).

So imo this cant be correct what you said?
The game counts the damage. And so it would be doable to show the non-rounded value.

Catastrophe
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RE: Some questions to damage counting

#7

Post by Catastrophe » Fri Nov 20, 2015 2:58 am

That's hard coded into Zandronum. There's no way for mods to currently do something like that. Unless this passes, there is no reliable way unfortunately.
Last edited by Catastrophe on Fri Nov 20, 2015 2:58 am, edited 1 time in total.

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Hypnotoad
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RE: Some questions to damage counting

#8

Post by Hypnotoad » Fri Nov 20, 2015 4:54 am

Please support this ticket, I've been asking for the functionality you're after in ACS for a while: http://zandronum.com/tracker/view.php?id=1798

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Torr Samaho
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RE: Some questions to damage counting

#9

Post by Torr Samaho » Sat Dec 05, 2015 3:17 pm

Hypnotoad wrote: Please support this ticket, I've been asking for the functionality you're after in ACS for a while: http://zandronum.com/tracker/view.php?id=1798
https://zandronum.com/tracker/view.php?id=1798#c13933

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