Right so. In trying to overcome the large damage range in default Doom damage calculations I'm using DamageFunction a lot. But when it comes to explosion damage does DamageFunction control the damage of A_Explode?
Because there's another property called ExplosionDamage in the default block of a class, and it confuses me. Or does ExplosionDamage work like DamageFunction in A_Explode and so I should use that to avoid randomised damage?
Class ShaperSlam : Actor
{
Default
{
+NOBLOCKMAP
+MISSILE
Radius 2;
Height 2;
Damagetype "Blunt";
//DamageFunction 60;
//ExplosionDamage 60;
}
States
{
Spawn:
TNT1 A 0;
TNT1 A 0 A_Explode(random(60,65),118,0);
Stop;
}
}
Question
Wo0p
Hey forums!
Right so. In trying to overcome the large damage range in default Doom damage calculations I'm using DamageFunction a lot. But when it comes to explosion damage does DamageFunction control the damage of A_Explode?
Because there's another property called ExplosionDamage in the default block of a class, and it confuses me. Or does ExplosionDamage work like DamageFunction in A_Explode and so I should use that to avoid randomised damage?
Class ShaperSlam : Actor { Default { +NOBLOCKMAP +MISSILE Radius 2; Height 2; Damagetype "Blunt"; //DamageFunction 60; //ExplosionDamage 60; } States { Spawn: TNT1 A 0; TNT1 A 0 A_Explode(random(60,65),118,0); Stop; } }
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