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[SUBMISSION] Nerve (tear) Gas Launcher

  • MagicWazard
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8 years 6 months ago #11 by MagicWazard
Replied by MagicWazard on topic Tear Gas Launcher
Well, I worked out a version which does fizzle underwater, at least when using the demo map provided with Underwater Bubbles . If you want to give it a try, here's a link to the modified version I tested out:

https://www.dropbox.com/s/772zadeia9ogsnk/TearGasLauncher-2.zip?dl=0

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8 years 6 months ago #12 by deathknight
Replied by deathknight on topic Tear Gas Launcher
strange, i tried exactly your edit with the bubbles map in both zdoom and gzdoom and the gas still releases in the water

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8 years 6 months ago #13 by MagicWazard
Replied by MagicWazard on topic Tear Gas Launcher
I believe I figured out why. I was standing on dry ground when I was shooting the grenades into the water, and in that case, the grenades would fizzle; but, I found if I was already underwater, then yes, the gas would release. I fixed this by changing "TRGN A 0 A_JumpIf(waterlevel == 2, "DeepWater")" to "TRGN A 0 A_JumpIf(waterlevel >= 2, "DeepWater")"; the original way, the grenade was checking if the water level was EXACTLY "DeepWater", but not if it was deeper than that. The new way, if the grenade is fired while you are submerged beyond the threshold that counts as "DeepWater", the grenade will still fizzle. The previous link has been updated; try it out and see if it works.

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8 years 6 months ago #14 by deathknight
Replied by deathknight on topic Tear Gas Launcher
yup, it seems to work now! and I like how if you just have liquid textures it will still bounce so it only affects actual underwater parts.
With your permission, i will change the main download to this version and include you for the decorate help, thanks.

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8 years 6 months ago #15 by MagicWazard
Replied by MagicWazard on topic Tear Gas Launcher

deathknight wrote: With your permission, i will change the main download to this version and include you for the decorate help, thanks.

You're more than welcome to! I'm glad I could help!

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8 years 5 months ago #16 by MagicWazard
Replied by MagicWazard on topic Tear Gas Launcher
So, is the link in the OP up-to-date with any final changes?

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8 years 5 months ago #17 by deathknight
Replied by deathknight on topic Tear Gas Launcher
yes i believe so, i do really like it as it stands, does both decent damage and can stun most enemies for at least a few seconds, providing its purpose as a escape device for tough situations or a way to take out a group easily.

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8 years 5 months ago #18 by MagicWazard
Replied by MagicWazard on topic Tear Gas Launcher
After all the talk about behavior, it just finally occurred to me that I should test out *how* powerful the grenades are; I found out you can kill a Baron with only 2 grenades. That seems inappropriately powerful for a "tear gas" grenade. Paradoxically, though, the grenades are useless against Cyberdemons and Spider Masterminds, since all the damage is handled through A_Explode, and bosses like these are immune to explosion damage. Perhaps you could lower the overall damage of each cloud, and add +FORCERADIUSDMG to ensure that the clouds also damage bosses.

Also, the ammo capacity is 15 without backpack, and 24 with. That seems like an odd number (less than the double that other ammos use), so I thought I'd ask if it was intended.

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8 years 5 months ago #19 by deathknight
Replied by deathknight on topic Tear Gas Launcher
I'll definitely take a look at that, the ammo was just a number set that i though would be fair since these things can do a good amount of damage. The gas does kill quite a bit, i might try to tone it down a bit but I still wanted it to be a comparable tier 5 (rocket) weapon.

As for the bosses, i also saw that the bosses would not be 100% stunned but still hurt if i believe, and i do kinda like that since it makes the larger characters still a huge threat rather than a giant airbag that gets completely shutdown with a few gas grenades

I'll probably round the grenades to 25 and 50 just to appease ammo hoarding, and i'll tweak down the damage, but i like how characters labeled as +BOSS are more immune to the weapon.

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8 years 5 months ago #20 by MagicWazard
Replied by MagicWazard on topic Tear Gas Launcher
Perhaps you could re-brand it as "Nerve Gas Launcher" if you want to maintain a high level of lethality. I definitely think it needs +FORCERADIUSDMG, though, because otherwise it won't hurt certain bosses at all, except for the canister impact, which is minimal (against a monster with 3000 - 4000 HP).

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