Radiation [SUBMISSION]
- HexenMapper
- Topic Author
- Dark Imp
- Posts: 12
Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No
Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation
Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.
Screenshots:
Download Link:
[url=http://www.m*diafire.com/file/u2f6u8n12qmzfmi/RADIATION_3.zip]Mediafire[/url]
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- MagicWazard
- Moderator
- Posts: 808
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- HexenMapper
- Topic Author
- Dark Imp
- Posts: 12
Also I dont really have any screenshots, because the effect is invisible... Hope the images I submitted are ok!
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- Blue Shadow
- Administrator
- Posts: 1129
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- HexenMapper
- Topic Author
- Dark Imp
- Posts: 12
Making it so the radiation suit protects seems to be harder to implement. I tried a few different damage types, but none of them seem to allow the radsuit to protect.
When I used this in my mod I created a custom radiation suit with gas mask breathing and screen overlay, but It would be nice to have the standard radiation suit protect.
Any recommendation on which attack type to use that will be able to be defended by the radiation suit?
Thanks
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- MagicWazard
- Moderator
- Posts: 808
Because it doesn't seem possible for a single item to give you more than one powerup at a time, you'll have to create a "giver" item that confers the power:
Then, make a new item which provides both the radiation suit as well as the radiation protection powerup giver. This item will look like the radiation suit once it's dropped into a map. This should effectively provide both powerups at once.
Then, once this is all said and done, ensure that the radiation clouds' damage type is set to "Radiation". With any luck, this should do the trick. Note that I haven't actually tested this out yet.
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- HexenMapper
- Topic Author
- Dark Imp
- Posts: 12
I had a tinker and now the ComboRadSuit does protect from radiation (and all other radiation suit things)
http://www.m*diafire.com/file/mqwwteolwh4fpeo/RADIATION.rar
I also nerfed some of the damages as they were a bit high.
The Radiation is still a melee attack, is this going to be a large problem for multiplayer? Making it a hitscan seemed to cause problems
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- MagicWazard
- Moderator
- Posts: 808
HexenMapper wrote: Thanks for the help MagicWizard
WAzard. Long story. It involves Magic: The Gathering, though. (I don't play it anymore. )
HexenMapper wrote: The Radiation is still a melee attack, is this going to be a large problem for multiplayer? Making it a hitscan seemed to cause problems
I think it might be easiest just to have the radiation cloud perform A_Explode to deal damage in a radius. This will allow it to affect all players within range. Monsters, too, but you can always mod them to have resistance to radiation damage if preferred. Plus, A_Explode already has a mechanism to cause reduced damage when far away from the center of the "explosion", so you don't have to do the work of scripting this yourself.
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- Blue Shadow
- Administrator
- Posts: 1129
Part of me now thinks that an effect like that is better implemented as a map feature (involving sectors or what not), which of course invalidates this submission.
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- HexenMapper
- Topic Author
- Dark Imp
- Posts: 12
I have an idea to work this like real life radiation: have the radiation actor give the players a RADs item, which inflicts damage and disappears over time. The closer to the epicentre, the more RADs a player gets.
Could work, and should be able to use something like A_GiveToTarget instead of having to worry about different types of attack.
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