MoustacheManny Posted November 3, 2022 So I am working on this Doom wad and I really wan't the chaingun and pistol to do 2x bonus damage to monster heads but I don't know how to program that into the game. Any help? 0 Quote Share this post Link to post
Stabbey Posted November 3, 2022 I think it might be a great deal of work. This thread might be of help, though. This thread might also have some links which could help. 0 Quote Share this post Link to post
Kappes Buur Posted November 4, 2022 Do a search on ZDoom Forum for headshot and you'll find several mods which have implemented headshots, for example: Brutal Doom Platinum Critical Shots Hideous Destructor Nazis Suck Skeletal Doom Op Upsilion Delta etc. 1 Quote Share this post Link to post
MoustacheManny Posted November 4, 2022 thank you guys. I will look at those. 0 Quote Share this post Link to post
MoustacheManny Posted November 4, 2022 (edited) Thank you but how would i add them to my own monster i don't know anything about coding ACTOR MarPfhorFighter 999 { Obituary "%o caught a Pfhor Fighter's fastball." HitObituary "%o was smacked around by a Pfhor Fighter's staff." Health 70 Radius 20 Height 56 Mass 60 Speed 11 PainChance 200 Scale 0.4 BloodColor "Yellow" SeeSound "fighter/see" PainSound "PFHORD1" DeathSound "fighter/death" ActiveSound "fighter/active" Monster +FLOORCLIP Translation "112:127=%[0,0,0]:[2.0,1.0,0.5]" States { Spawn: Q001 A 1 A_Look Loop See: Q001 BBCCDDEE 3 A_Chase Loop Melee: TNT1 A 0 A_PlaySound("fighter/swing") Q001 FG 8 Bright A_FaceTarget Q001 H 6 Bright A_CustomMeleeAttack(20+random(0,5),"fighter/staff") Goto See Missile: TNT1 A 0 A_PlaySound("fighter/swing") Q001 FG 8 Bright A_FaceTarget Q001 H 6 Bright A_CustomMissile("StaffShot",30,0,random(-2,2)) Goto See Pain: Q001 I 2 Q001 I 2 A_Pain Goto See Death: Q001 J 15 A_SpawnItemEx("ZombieAmmoDropper",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS) Q001 K 5 A_Scream Q001 L 5 A_NoBlocking Q001 A 0 A_PlaySound("BodyDrop") Death.Corpse: Q001 M -1 Stop XDeath: Q001 N 15 A_SpawnItemEx("ZombieAmmoDropper",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS) Q001 M 0 A_SpawnItemEx("GibDropperMedium",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR) Q001 O 5 A_PlaySound("GibDrop") Q001 P 5 Q001 Q 5 A_NoBlocking Q001 R -1 Stop Raise: TNT1 A 0 ACS_NamedExecuteAlways("QCDE_DamageTracker",0,1) Q001 MLKJ 4 Goto See Ice: //needs this state to drop the "zombieammodropper" "####" "#" 0 A_GiveInventory("ImDead",1) "####" "#" 0 A_SpawnItemEx("ZombieAmmoDropper",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS) "####" "#" 5 A_GenericFreezeDeath "####" "#" 1 A_FreezeDeathChunks Wait } } ACTOR StaffShot { Radius 6 Height 8 Speed 12 Damage 4 Scale 0.35 DeathSound "fighter/staff" Projectile +RANDOMIZE States { Spawn: A001 AB 4 Bright Light(GreenMediumPoint3) LOOP Death: A002 A 4 Bright Light(GreenMediumPoint2) A002 B 4 Bright Light(GreenMediumPoint3) A002 C 4 Bright Light(GreeSmallPoint1) A002 D 4 Bright Light(GreeSmallPoint2) A002 E 4 Bright Light(GreeSmallPoint3) STOP } } Edited November 4, 2022 by MoustacheManny 0 Quote Share this post Link to post
ramon.dexter Posted November 4, 2022 Look at how they are implemented in other modsand try to replicate this approach. When you don'tknow anything about coding, now isthe right time to start learning. 1 Quote Share this post Link to post
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