1.0.22
Moderator: Graf Zahl
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Regarding custom damage, maybe this thread will help?
Here's an actor I made using custom state lables. I think it should be easy enough to figure out how they work by looking at it.
[spoiler][/spoiler]
Here's an actor I made using custom state lables. I think it should be easy enough to figure out how they work by looking at it.
[spoiler]
Code: Select all
actor DoomImpSpawner replaces DoomImp
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump (256, SpawnDoomImp_B1S1, SpawnDoomImp_B1S2, SpawnDoomImp_B1S3,
SpawnDoomImp_B2S1, SpawnDoomImp_B2S2, SpawnDoomImp_B2S3,
SpawnDoomImp_G1S1, SpawnDoomImp_G1S2, SpawnDoomImp_G1S3,
SpawnDoomImp_G2S1, SpawnDoomImp_G2S2, SpawnDoomImp_G2S3,
SpawnDoomImp_I1S1, SpawnDoomImp_I1S2, SpawnDoomImp_I1S3,
SpawnDoomImp_I2S1, SpawnDoomImp_I2S2, SpawnDoomImp_I2S3,
SpawnDoomImp_P1S1, SpawnDoomImp_P1S2, SpawnDoomImp_P1S3,
SpawnDoomImp_P2S1, SpawnDoomImp_P2S2, SpawnDoomImp_P2S3,
SpawnDoomImp_P3S1, SpawnDoomImp_P3S2, SpawnDoomImp_P3S3,
SpawnDoomImp_P4S1, SpawnDoomImp_P4S2, SpawnDoomImp_P4S3,
SpawnDoomImp_R1S1, SpawnDoomImp_R1S2, SpawnDoomImp_R1S3,
SpawnDoomImp_R2S1, SpawnDoomImp_R2S2, SpawnDoomImp_R2S3,
SpawnDoomImp_T1S1, SpawnDoomImp_T1S2, SpawnDoomImp_T1S3,
SpawnDoomImp_T2S1, SpawnDoomImp_T2S2, SpawnDoomImp_T2S3,
SpawnDoomImp_A1S1, SpawnDoomImp_A1S2, SpawnDoomImp_A1S3,
SpawnDoomImp_A2S1, SpawnDoomImp_A2S2, SpawnDoomImp_A2S3,
SpawnDoomImp_O1S1, SpawnDoomImp_O1S2, SpawnDoomImp_O1S3,
SpawnDoomImp_O2S1, SpawnDoomImp_O2S2, SpawnDoomImp_O2S3)
stop
SpawnDoomImp_B1S1: TNT1 A 0 A_SpawnItem ("DoomImp_B1S1") stop
SpawnDoomImp_B1S2: TNT1 A 0 A_SpawnItem ("DoomImp_B1S2") stop
SpawnDoomImp_B1S3: TNT1 A 0 A_SpawnItem ("DoomImp_B1S3") stop
SpawnDoomImp_B2S1: TNT1 A 0 A_SpawnItem ("DoomImp_B2S1") stop
SpawnDoomImp_B2S2: TNT1 A 0 A_SpawnItem ("DoomImp_B2S2") stop
SpawnDoomImp_B2S3: TNT1 A 0 A_SpawnItem ("DoomImp_B2S3") stop
SpawnDoomImp_G1S1: TNT1 A 0 A_SpawnItem ("DoomImp_G1S1") stop
SpawnDoomImp_G1S2: TNT1 A 0 A_SpawnItem ("DoomImp_G1S2") stop
SpawnDoomImp_G1S3: TNT1 A 0 A_SpawnItem ("DoomImp_G1S3") stop
SpawnDoomImp_G2S1: TNT1 A 0 A_SpawnItem ("DoomImp_G2S1") stop
SpawnDoomImp_G2S2: TNT1 A 0 A_SpawnItem ("DoomImp_G2S2") stop
SpawnDoomImp_G2S3: TNT1 A 0 A_SpawnItem ("DoomImp_G2S3") stop
SpawnDoomImp_I1S1: TNT1 A 0 A_SpawnItem ("DoomImp_I1S1") stop
SpawnDoomImp_I1S2: TNT1 A 0 A_SpawnItem ("DoomImp_I1S2") stop
SpawnDoomImp_I1S3: TNT1 A 0 A_SpawnItem ("DoomImp_I1S3") stop
SpawnDoomImp_I2S1: TNT1 A 0 A_SpawnItem ("DoomImp_I2S1") stop
SpawnDoomImp_I2S2: TNT1 A 0 A_SpawnItem ("DoomImp_I2S2") stop
SpawnDoomImp_I2S3: TNT1 A 0 A_SpawnItem ("DoomImp_I2S3") stop
SpawnDoomImp_P1S1: TNT1 A 0 A_SpawnItem ("DoomImp_P1S1") stop
SpawnDoomImp_P1S2: TNT1 A 0 A_SpawnItem ("DoomImp_P1S2") stop
SpawnDoomImp_P1S3: TNT1 A 0 A_SpawnItem ("DoomImp_P1S3") stop
SpawnDoomImp_P2S1: TNT1 A 0 A_SpawnItem ("DoomImp_P2S1") stop
SpawnDoomImp_P2S2: TNT1 A 0 A_SpawnItem ("DoomImp_P2S2") stop
SpawnDoomImp_P2S3: TNT1 A 0 A_SpawnItem ("DoomImp_P2S3") stop
SpawnDoomImp_P3S1: TNT1 A 0 A_SpawnItem ("DoomImp_P3S1") stop
SpawnDoomImp_P3S2: TNT1 A 0 A_SpawnItem ("DoomImp_P3S2") stop
SpawnDoomImp_P3S3: TNT1 A 0 A_SpawnItem ("DoomImp_P3S3") stop
SpawnDoomImp_P4S1: TNT1 A 0 A_SpawnItem ("DoomImp_P4S1") stop
SpawnDoomImp_P4S2: TNT1 A 0 A_SpawnItem ("DoomImp_P4S2") stop
SpawnDoomImp_P4S3: TNT1 A 0 A_SpawnItem ("DoomImp_P4S3") stop
SpawnDoomImp_R1S1: TNT1 A 0 A_SpawnItem ("DoomImp_R1S1") stop
SpawnDoomImp_R1S2: TNT1 A 0 A_SpawnItem ("DoomImp_R1S2") stop
SpawnDoomImp_R1S3: TNT1 A 0 A_SpawnItem ("DoomImp_R1S3") stop
SpawnDoomImp_R2S1: TNT1 A 0 A_SpawnItem ("DoomImp_R2S1") stop
SpawnDoomImp_R2S2: TNT1 A 0 A_SpawnItem ("DoomImp_R2S2") stop
SpawnDoomImp_R2S3: TNT1 A 0 A_SpawnItem ("DoomImp_R2S3") stop
SpawnDoomImp_T1S1: TNT1 A 0 A_SpawnItem ("DoomImp_T1S1") stop
SpawnDoomImp_T1S2: TNT1 A 0 A_SpawnItem ("DoomImp_T1S2") stop
SpawnDoomImp_T1S3: TNT1 A 0 A_SpawnItem ("DoomImp_T1S3") stop
SpawnDoomImp_T2S1: TNT1 A 0 A_SpawnItem ("DoomImp_T2S1") stop
SpawnDoomImp_T2S2: TNT1 A 0 A_SpawnItem ("DoomImp_T2S2") stop
SpawnDoomImp_T2S3: TNT1 A 0 A_SpawnItem ("DoomImp_T2S3") stop
SpawnDoomImp_A1S1: TNT1 A 0 A_SpawnItem ("DoomImp_A1S1") stop
SpawnDoomImp_A1S2: TNT1 A 0 A_SpawnItem ("DoomImp_A1S2") stop
SpawnDoomImp_A1S3: ANA1 A 0 A_SpawnItem ("DoomImp_A1S3") stop
SpawnDoomImp_A2S1: TNT1 A 0 A_SpawnItem ("DoomImp_A2S1") stop
SpawnDoomImp_A2S2: TNT1 A 0 A_SpawnItem ("DoomImp_A2S2") stop
SpawnDoomImp_A2S3: TNT1 A 0 A_SpawnItem ("DoomImp_A2S3") stop
SpawnDoomImp_O1S1: TNT1 A 0 A_SpawnItem ("DoomImp_O1S1") stop
SpawnDoomImp_O1S2: TNT1 A 0 A_SpawnItem ("DoomImp_O1S2") stop
SpawnDoomImp_O1S3: TNT1 A 0 A_SpawnItem ("DoomImp_O1S3") stop
SpawnDoomImp_O2S1: TNT1 A 0 A_SpawnItem ("DoomImp_O2S1") stop
SpawnDoomImp_O2S2: TNT1 A 0 A_SpawnItem ("DoomImp_O2S2") stop
SpawnDoomImp_O2S3: TNT1 A 0 A_SpawnItem ("DoomImp_O2S3") stop
}
}
- Graf Zahl
- GZDoom Developer
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I have to admit that it's strange that everyone seems to find the threads filled with nonsense but the ones actually containing the info about custom damage types remain obscure. And yes, it has been posted a few times how this is done.
For a damage type specific death state use
Death.{damagetype}
and for a specific pain state use
Pain.{damagetype}
All the rest about custom state labels is absolutely straightforward and there is really nothing to explain. You use them like any other label.
For a damage type specific death state use
Death.{damagetype}
and for a specific pain state use
Pain.{damagetype}
All the rest about custom state labels is absolutely straightforward and there is really nothing to explain. You use them like any other label.
- solarsnowfall
- Persecution Complex
- Posts: 363
- Joined: Fri Aug 05, 2005 8:51
I provided a link filled with nonsense?The very post that I linked wrote:For the monster you want to implement this pain onto, make a new state based on the name of the damage you made, which in this case is Volt. So:
pain.Volt will make the monster jump to this state when the monster is in pain from that projectile/weapon.
death.Volt will make the monster jump to this state if the monster dies from that type of damage. Same goes with xdeath.Volt.
I'm sure this is how it worked, I'll need to test it. However, this only works with the SVN version of ZDoom or GZDoom 1.0.22.
- Graf Zahl
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- Tormentor667
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- Graf Zahl
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