Scet Posted February 28, 2007 Yeah me again. I'm working on a top-down shooter that uses the Doom(well Hexen) map format along with the FreeDoom textures. Basically the game should play very similar to Doom and I was wondering if anybody knew how to calculate the amount of health and armor to deduct after an attack, or where it is in the source code? I understand that even the same attacks do a variable amount of damage, but what is done with the final result? Thank you for any help. 0 Quote Share this post Link to post
TheDarkArchon Posted February 28, 2007 Projectiles do a base amount of damage multiplied a random number between 1 and 8 Ranged hitscans do a base amount of damage multiplied by a random number between 1 and 3 Melee hitscans do a base amount of damage multiplied by a random number between 1 and 10 0 Quote Share this post Link to post
Scet Posted February 28, 2007 Yeah I understand that each attack has a range. But I need to know the amount of health to deduct after that number has been choosen and what affect armor has. 0 Quote Share this post Link to post
TheDarkArchon Posted February 28, 2007 Green armour takes 1/3 of the damage dealt to it while it's in working condition. For example, if you got hit by an attack that normally did 9 damage, you'd would lose 6 health and 3 armour. Blue armour is a similar story but the damage is split 50/50 0 Quote Share this post Link to post
Scet Posted February 28, 2007 Thanks, that's what I was looking for. 0 Quote Share this post Link to post
printz Posted February 28, 2007 Fist Damage: 2-20 (2*(rand%10+1); 11 average) Cooldown: 0.49" (17) held, 0.69" (22) unheld Time to hit: 0.11" (4) Damage type: hitscan, changes player angle, 64-units rang Accuracy: first fire 100%, subsequent fires 5-degree fan spread Chainsaw Damage: 2-20 (punch) Cooldown: 0.11" (4) held or unheld Time to hit: 0 Damage type: hitscan, changes player angle, thrusts ahead, 65-unit range Accuracy: first two are 100% accurate, subsequents are 5-degrees inaccurate Pistol Damage: 5-15 (5*(rand%3+1); 10 average) Cooldown: 0.4" (14) Time to hit: 0.11" (4) Damage type: hitscan, I'm uninformed on range but it is limited Accuracy: first fire 100%, subsequent fires 5-degree fan spread Shotgun Damage: 35-105 (7 pistol shots; 70 average) Cooldown: 1.06" (37) held, 1.26" (44) unheld Time to hit: 0.09" (3) Damage type: 7 hitscan tracers Accuracy: all tracers inaccurate at 5-degrees fan spread Super Shotgun Damage: 100-300 (20 pistol shots; 200 average) Cooldown: 1.63" (57) held, 1.77" (62) unheld Time to hit: 0.09" (3) Damage type: 20 hitscan tracers Accuracy: 22-degree horizontally; 11-degree vertically (?) Chaingun Damage: 5-15 (pistol shot) Cooldown: 0.11" (4) held or unheld Time to hit: 0 Damage type: pistol hitscan tracer, each tap firing two bullets one after another Accuracy: first two are 100% accurate, subsequents are 5-degrees inaccurate Rocket Launcher Damage: 20to160 (20*(rand%8+1); 90 average) + 128 - 11 (self width; overall average: 207) Cooldown: 0.57" (20) held or unheld Time to hit: 0.23" (8 - more than Cyberdemon's!) Damage type: missile, 128 damage & radius splash damage caused on impact, from rocket to victim boundary. Missile speed: 20 per tic Missile width: 22 Plasma Rifle Damage: 5-40 (5*(rand%8+1); 22.5 average) Cooldown: 0.09" (3) held, 0.66" (23) unheld Time to hit: 0 Damage type: missile, no splash Missile speed: 25 per tic Missile width: 26 BFG 9000 Damage: 100to800 (100*(rand%8+1); 450 average) + 600to4800 (40 tracers each 15to120 (15 times (rand%8+1)); overall average: 3150) Cooldown: 1.14" (40) held, 1.71 (60) unheld Time to hit: 0.86" (30) Damage type: missile; 0.46" after impact, 40 tracers come from attacker, regularly in a fan pattern (60-degrees wide?), causing the bigger damage shown above Missile speed: 25 per tic Missile width: 26 Former Human Damage: 3-15 (3*(rand%5+1); 9 average) Cooldown: 0.74" (26) Time to hit: 0.29" (10) Damage type: hitscan shot Accuracy: 22.5 fan wide Former Human Sergeant Damage: 9-45 (3 FH shots; 27 average) Cooldown: 0.86" (30) Time to hit: 0.29" (10) Damage type: 3 hitscan shots Accuracy: 22.5 fan wide SS Guard Damage: 3-15 (FH shot) Cooldown: 0.29" (10) alternated with 0.43" (15), 0.36" (12.5) overall Time to hit: 0.57" (20) Damage type: hitscan shot in loop Accuracy: 22.5 fan wide Imp Damage: 3-24 (3*(rand%8+1); 13.5 average) Cooldown: 0.63" (22) Time to hit: 0.46" (16) Damage type: instant damage within 64 range, missile ahead Missile speed: 10 per tic or 20 -fast Missile width: 12 Heavy Weapon Dude Damage: 3-15 (FH shot) Cooldown: 0.11" (4) alternated with 0.14" (5), 0.13" (4.5) overall Time to hit: 0.29" (10) Damage type: hitscan shot in loop Accuracy: 22.5 fan wide Lost soul Damage: 3-24 (imp damage) Cooldown: 0.29" (10) minimum; maybe 0.46" (16) instead Time to hit: 0.29" (10) Damage type: ram (self-missile) Speed: 20 per tic Width, height: 32, 56 Demon, Spectre Damage: 4-40 (4*(rand%10+1); 22 average) Cooldown: 0.69" (24) Time to hit: 0.46" (16) Damage type: instant damage within 64 range Revenant Damage: 6-60 (6*(rand%10+1); 33 average) melee; 10-80 (10*(rand%8+1); 45 average) missile Cooldown: 0.51" (18) melee; 0.86" (30) missile Time to hit: 0.34" (12) melee; 0.29" (10) missile Damage type: instant damage 64 range; missile otherwise, half of them are homing Missile speed: 10 per tic Missile width: 22 Cacodemon Damage: 10-60 (10*(rand%6+1); 35 average) melee; 5-40 (5*(rand%8+1); 22.5 average) missile Cooldown: 0.43" (15) Time to hit: 0.29" (10) missile Damage type: instant damage 64 range; missile otherwise Missile speed: 10 or 20 Missile width: 12 Pain Elemental Cooldown: 0.43" (15) Time to hit: 0.43" (15) Hell Knight, Baron of Hell Damage: 10-80 (10*(rand%8+1); 45 averg.) melee; 8-64 (8*(rand%8+1); 36 average) missile Cooldown: 0.69" (24) Time to hit: 0.46" (16) Damage type: instant damage 64 range; missile otherwise Missile speed: 15 or 20 Missile width: 12 Arachnotron Damage: plasma gun damage Cooldown: 0.26" (9) Time to hit: 0.57" (20) Damage type: missile Missile speed: 25 Missile width: 26 Mancubus Damage: 3 waves of pairs of 8-64 (36 average), total being 48-384 (216 average) Cooldown: 0.57" (20) Time to hit: 0.57" (20) Missile speed: 20 Missile width: 12 [EDIT] Accuracy: \| |/ V, each stretching 22.5 degrees. Archvile Damage: 20 + 70 splash damage some distance in front of target (causing around 83 total damage?) Cooldown: 2.69" (94) Time to hit: 1.89" (66) Damage type: instant 20 damage on sight + jumping, if a flame has yet been triggered, extra 70 splash is added Spiderdemon Damage: 9-45 (3 FH shots; 27 average) Cooldown: 0.11" (4) alternated with 0.14" (5), 0.13" (4.5) overall Time to hit: 0.57" (20) Damage type: hitscan shot in loop Accuracy: 22.5 fan wide Cyberdemon Damage: rocket damage Cooldown: 0.69" (24) Time to hit: 0.17" (6) Damage type: same as rocket Missile speed and width: same as rocket 0 Quote Share this post Link to post
Enjay Posted February 28, 2007 TheDarkArchon said:Green armour takes 1/3 of the damage dealt to it while it's in working condition. For example, if you got hit by an attack that normally did 9 damage, you'd would lose 6 health and 3 armour. Blue armour is a similar story but the damage is split 50/50 Possibly also worth adding that once your armour is blue, it is upgraded to such and uses the blue armour calculation even when you drop down to armour values that are normally green (ie <100). 0 Quote Share this post Link to post
Chain Mail Posted February 28, 2007 Enjay said:Possibly also worth adding that once your armour is blue, it is upgraded to such and uses the blue armour calculation even when you drop down to armour values that are normally green (ie <100). And conversely once you pick up a green one it goes back to the green armor calculation, had you been wearing a blue one with less than 100 points of protection. I sometimes avoid green armors if I still have some blue armor left, when playing cautiously, due to this. 0 Quote Share this post Link to post
Scet Posted February 28, 2007 Well it's only a Doom-like game, so it doesn't have to behave exactly the same. I planned on resetting the players armor only when it reached 0, to prevent what Chain Mail said. So once you pick up blue armor, you have the 50% absortion until your armor reaches 0. 0 Quote Share this post Link to post
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