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Weapon immunity???


Mad Dal 85

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Hey Doomers.

 

Anyone played the Doom mod, Clusterf*ck? If so, you will know that some enemies are immuned to certain weapons. (ie; Legendary and Enraged weapons are unless against Nemesis enemies but the Nemesis weapons are effective against Legendary and Enraged enemies)

 

How can I do this on my mod? I know a bit about computer programming and game modding, but I want to use the weapon immunity thing on some monsters in my mod so only certain weapons can be used on them, and also make some monsters protected against splash damage so only direct hits will work (like the Cyberdemon, only direct hits from the Rocket Launcher or BFG9000 will do damage on him as he is protected against splash damage)

 

All help appreciated.

 

Thanks.

Edited by Mad Dal 85

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•This is not called "Weapon Immunity", they are Damage Types and are something that I myself am planning to add too, I would help you but as I'm not that experienced either I can leave you the ZDoom Wiki pages for this.

 

https://zdoom.org/wiki/MAPINFO/Damage_type_definition

https://zdoom.org/wiki/Damage_types

https://zdoom.org/wiki/Custom_damage_types

 

•+NORADIUSDMG is the Flag you can use to avoid an enemy from taking splash/explosive damage. (Actor cannot be hurt by radius (explosive) damage.)

 

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36 minutes ago, Archanhell said:

•This is not called "Weapon Immunity", they are Damage Types and are something that I myself am planning to add too, I would help you but as I'm not that experienced either I can leave you the ZDoom Wiki pages for this.

 

https://zdoom.org/wiki/MAPINFO/Damage_type_definition

https://zdoom.org/wiki/Damage_types

https://zdoom.org/wiki/Custom_damage_types

 

•+NORADIUSDMG is the Flag you can use to avoid an enemy from taking splash/explosive damage. (Actor cannot be hurt by radius (explosive) damage.)

 

My mistake for calling it "Weapon Immunity" lol. I know some weapons have little or no effect on some monsters in Clusterf*ck. Like the Freezer Rifle has absolutely no affect on Cryo (Ice) enemies (Cryo Imp, Cryo Demon, Freezer Zombie, ect.) just like in the Final Fantasy games, using Ice magic on Ice enemies has zero effect or it just restores their HP.

 

Because I've added a ton of monsters into my mod and increased Doomguy's arsenal with new weapons, I want to increase the challenge in it and make it so some weapons has little or no effect on some enemies. 

 

Thanks for letting me know about the +NORADIUSDMG flag to make them receive zero splash damage from explosions or BFG splash damage. 😁👍

Edited by Mad Dal 85

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I had a little play around (with a backup as I don't want to mess up my project) and I got it sorted.

 

Here's an example. Let's use the UTNT Flamethrower (as a example weapon) and Afrit (a fire based monster) here's how it would look in the DECORATE file.

 

Obviously the Flamethrower is a fire weapon, so in the sprite actor of the Flamethrower (which is called "Actor FTFire" in decorate) you will find this;

 

DamageType Fire

 

Now to make the Afrit (or any enemy) immuned to the Flamethrower/fire, you must add in the monster part;

 

DamageFactor Fire, 0

 

This will make the Flamethrower completely ineffective against Afrit meaning you're wasting gas ammo for nothing and Afrit will still be attacking you completely unharmed/immuned by the Flamethrower.

 

Providing "Fire" is the "DamageType" in the weapon part, and "DamageFactor Fire, 0" is in the monster part, this will make fire based weapons like the Flamethrower completely useless against the enemy. 

 

I thought I better let you know as you helped me. You can do the same for poison, ice, ect. Just make a backup of your wad/mod first and have a little play around with the DECORATE and test it. It's easy once you have it worked out fully.

 

Happy modding, dude. 👍

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