If it has, it jumps to a new gib sequence if not, it goes to a normal death. Here A_JumpIfHealthLower is used to check if the damage incurred on the Zombie has passed its GibHealth value (in this case, 20). POSS G 0 A_JumpIfHealthLower(-20,"SuperGibDeath") However, since a custom Death state supersedes the XDeath state, you can use this to your advantage to simulate the effect. Note that custom XDeath states are not currently supported. In newer versions, you can use damage-based XDeath states in the same way you would with Death states. Note: The following note only applies to versions of GZDoom older than 1.8.10. This can allow enemies that will always be affected by fire damage (as above) but never by ice damage, for example. ZMBF H 2 A_PlaySound("myzombie/BurnDeath")Īs you can see in the above example, you can also specify a pain chance for each type of custom damage you have defined. You can then create corresponding custom Pain, Death, Wound and Crash states in your actors that are called instead of the normal states when this type of damage is inflicted. Damage types are never defined in monster or weapon actors directly. In case of a hitscan or a melee attack the damage type should be defined in the puff actor used by that attack (meaning this will always require creating a custom puff). You can specify the type of damage a projectile inflicts using the DamageType property: A number of damage types are predefined, but you can create more. Users can specify custom damage types using the DamageType actor property along with custom states.
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