I've heard this engine cannot do that, wondering if this is entirely true or i just am missing something.
If you can't, can it be added in a future version?
If you can, how exactly?
Any way to change +Ripper to have different damage intervals?
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Re: Any way to change +Ripper to have different damage intervals?
What do you mean “intervals”? Like, do you want damage to decrease with distance? Or how many actors a ripper passes through?
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Re: Any way to change +Ripper to have different damage intervals?
As a ripping projectile is moving through an actor, it does damage repeatedly until it is no longer inside the actor. I don't believe you can change how often it does this, which I assume is 35 times a second because that is the clock rate of the game. You can control how much damage is done either by changing the damage of the projectile or by changing the speed to change how long the projectile takes to get through the actor.
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Re: Any way to change +Ripper to have different damage intervals?
Or you can put the direct damages of the projectiles to 0, and then control your damages per second using A_Explode with the wanted amount of damages and a very small radius.
Re: Any way to change +Ripper to have different damage intervals?
Oh, that's a good idea. I have done that myself before. You might consider +NODAMAGETHRUST if you use this trick, so the enemy won't be pushed around by all the explosions.
"For the world is hollow, and I have touched the sky."
Re: Any way to change +Ripper to have different damage intervals?
That’s how I do the taser in D64 Unabsolved. :p
But yeah, if that’s what you’re talking about, you’re out of luck because ripper damage calculations are hard-coded, IIRC. This results in mancubi, arachnotrons, and spider masterminds taking WAY MORE damage from ripper projectiles than other monsters, from what i’ve noticed. Especially if you hit them from a diagonal map coordinate.
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community