Jump to content
The Dark Mod Forums

Splash Damage


Destined

Recommended Posts

So, I am almost done with the def file of my ghosts, but still have one problem: They can be killed by fire arrows and mines, due to the splash damage they get. Other damage sources do not affect them, because they are completely nonsolid and thus cannot be hit. I have already set all "damage_scale" spawnargs to 0, but they still recieve splash damage.

Also, they should not trigger mines, but since they are AI, I am not sure, if it possible to remove the trigger... Still, this would not matter that much, if the splash damage would not kill them.

Link to comment
Share on other sites

Are there other, non-ghost AI in the mission that you'd expect to receive splash damage?

 

Not in the area, where I wanted to put the ghosts. I am not even sure, if I actually put mines and fire arrows into the mission, but if someone else should want to use these ghosts, it might become a problem. So it is more of a "I want to avoid problems in general".

 

 

Give the AI "noDamage 1"

there is such a spawnarg and it shoud do this:

"if set, monster won't take damage."

 

Did you meant set the spawnarg "noDamage" to "1"? I already tried this spawnarg this way, but it did not work. Or do I have just give the AI the spawnarg without any text behind it? I also noticed, that this is not a 1/0 spawnarg, but has a text to type into it. So I also tried to insert a damage type into that, but it also did not work.

Link to comment
Share on other sites

Did you meant set the spawnarg "noDamage" to "1"? I already tried this spawnarg this way, but it did not work. Or do I have just give the AI the spawnarg without any text behind it? I also noticed, that this is not a 1/0 spawnarg, but has a text to type into it. So I also tried to insert a damage type into that, but it also did not work.

 

"noDamage" "1" should make him invulnerable.

 

Don't worry about the "T" next to the spawnarg. "noDamage" is a boolean. While the editor definition doesn't show it that way, the code interprets "1" as true and "0" as false.

 

Edit: I've changed the editor definition from "var" to "bool" so this spawnarg will be treated as a boolean by DR.

Link to comment
Share on other sites

Ok, noDamage helps, that the ghost can't die, but he still plays the "This is bad." sound. So the player still gets noticed. I will probably remove this from the vocal set, then the only effect would be in the stealth score. On the other hand: If the player actually shoots fire arrows at a ghost, he most likely does not care for his stealth score, so I will leave it at that. Thanks for all your help! The next point on the list is the vocals. I will post again, if I should run into problems there... And, of course, as soon as I am done with that.

Link to comment
Share on other sites

You can assign the mute vocal set, if you don't want them to talk at all.

Link to comment
Share on other sites

I think the idle chatter at least is not bad. And since I am still not sure, how I want to design any ghost guards, it is probably not a bad idea to make the ghost vocals. My plan is to add an effect over the existing ones and once I figure out, which effects I want to add, I can do that for each vocal file, just to have it...

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 2 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
×
×
  • Create New...