Danlex Posted November 14, 2023 1 minute ago, Vermil said: Could you not make the other two ghosts immune to splash damage (i.e use the Cyber and Spider ID's)? The players weapons don't cause splash damage, so they wouldn't notice/be affected? That's what I did for the CacoGhost™ and Lost Ghost™. That's why I said I couldn't make the third one immune to it. 1 Quote Share this post Link to post
ChopBlock223 Posted November 15, 2023 16 hours ago, Vermil said: Could you not make the other two ghosts immune to splash damage (i.e use the Cyber and Spider ID's)? The players weapons don't cause splash damage, so they wouldn't notice/be affected? Not with Vanilla DeHacked, you can basically only use Doom's existing defined frames and actors, and whatever special functions and behaviors those actors may or may not have. Only the Cyberdemon and Spiderdemon have splash damage immunity, and you can't give that to anything else (not without altering the source code and making an all new .exe). By using those monsters as a base, two of them can be immune to splash damage, but that's it. Oldschool Vanilla modding was narrow and tricky, nothing new can be added without transforming what already exists, which is why stuff like this is very creative and impressive. Advanced ports can do more, but it's always cool seeing this kind of stuff achieved. For the gold standard of "I can't believe someone ACTUALLY did all of this in Vanilla!", you have the recent Knee-Deep In Knee-Deep In ZDoom, and the old classic Batman Doom total conversion, and yet people work out how to do new stuff still. 1 Quote Share this post Link to post
Vermil Posted November 15, 2023 Indeed, hence why I said, Cyber demon and Spider demon ID's, as the splash damage immunity is tied to the thing ID (as opposed to the mobj number etc). 1 Quote Share this post Link to post
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