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Adding headshots in gzdoom


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I am working on my own doom mod and i wan't to add headshots for my custom monsters but i don't know how to go about that and i don't know anything about coding.

Here is the custom monster I wan't to add the headshot too 

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
    }
}

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Dude.

 

You already posted this topic - in the proper subforum - yesterday.

 

 

Look up how to code stuff for yourself, and you'll know how to do it the next time. Search for examples or tutorials on adding custom monsters and such, and you'll find stuff. If you do that, and it doesn't work properly, then yes, ask for help fixing the problem.

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Nobody is offended (what?), this is that you already have a thread on this forum for the exact same subject. It's just spam making it over and over again. All the same people can already see the first one.

Edited by Edward850

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