[SUBMISSION] Bullet Ant Venom
- Quantum_Dranger
- Topic Author
- Chaingunner
- Posts: 54
Name: Bullet Ant Venom
Type: Offensive
Type: Hitscan
Palette: WOLF3D/Doom Alpha
Summon: ItemSyringe
Use Type: Manual
Duration: Infinite
Added States: No
ACS: No
CREDITS
Submitted: Quantum_Dranger
Decorate: Quantum_Dranger
GLDefs: None
Sounds: IWAD
Sprites: WOLF 3D, Doom Alpha
Sprite Edit: Quantum_Dranger
Idea Base: Quantum_Dranger
ACS: None
DESCRIPTION
The end result of a project to create a cheaper form of execution for the money-strapped Phobos base, this syringe contains enough bullet ant poison to kill a human and leave an elephant reeling. The power of the most painful insect on earth can be seen immediately as anything the needle strikes is turned into a blinded screaming spasm pile.
LINK
http://www.m*diafire.com/file/t6hglrenmsqoo0m/Syringe.zip
IMAGE:
http://imgur.com/Mj24H53
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- MagicWazard
- Moderator
- Posts: 808
Oh, and would you be able to update the OP to contain a link to the preview sprite?
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- Quantum_Dranger
- Topic Author
- Chaingunner
- Posts: 54
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- MagicWazard
- Moderator
- Posts: 808
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- Blue Shadow
- Administrator
- Posts: 1129
- With how little damage it does, I don't think it should force pain each time damage is inflicted.
- The syringe should update its position more often when it's stuck to the monster, so the desync in position between it and the monster is less noticeable when the monster moves.
- I think it should be limited do a certain amount of damage, instead until the monster dies.
- Bug: sometimes some monsters (it happened with zombies) don't receive damage from the syringe.
- In line 39 of DECORATE, why XF_HURTSOURCE is preceded by a minus sign?
- I see a number of duplicate sprites which increases the size of the file unnecessarily.
- Most of the sprites need to be converted to PNG.
That's it for now I think.
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- Quantum_Dranger
- Topic Author
- Chaingunner
- Posts: 54
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- Blue Shadow
- Administrator
- Posts: 1129
If a function passes a flag by default, and you want that flag cleared, put 0.Quantum_Dranger wrote: I didn't remove the minus flag as that protects the player from receiving explosion damage
Edit:
It just doesn't feel right to me for a cyberdemon or even an archvile to flinch so often by it, while if you shoot them with weapons they seldom or rarely do.Quantum_Dranger wrote: ... and the forced pain is kind of the entire point of the item.
Here is what I propose: painchance. Have the syringe projectile inflict a unique damagetype, and let the modders decide how to set up the painchance for their monsters.
About the whole damage implementation: I suggest you ditch the use of splash damage, as it's not that reliable as you saw from my feedback. "Okay, how to approach it, then?", you might ask. Well, there is a nifty set of actor flags which are the HITTARGET, HITMASTER and HITTRACER. If you set one of these on a projectile, and the projectile impacts an actor, that hit actor becomes the target, master or tracer of the projectile (depending on the HIT flag you set). This way you can forget about the seeker missile setup to get a tracer, and reliably do the damage by using A_DamageTarget , A_DamageMaster or A_DamageTracer (again, depending on the HIT flag you chose), which don't rely on range or distance.
Note that I don't recommend you use HITTARGET here, because projectiles already use that to keep track of their shooter.
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- Quantum_Dranger
- Topic Author
- Chaingunner
- Posts: 54
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- Quantum_Dranger
- Topic Author
- Chaingunner
- Posts: 54
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- Blue Shadow
- Administrator
- Posts: 1129
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