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Forum: All Forums : DOOM III
Category: DOOM III Mapping
D3 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, supersword
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Author Topic: func_explosion / splash damage...
JBAM
General Member
Since: Jun 7, 2004
Posts: 86
Last: May 9, 2005
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Category: DOOM III Mapping
Posted: Saturday, Oct. 30, 2004 12:04 am
This is wierd... I thought i had this sorted a while ago... but now that i return to my zombie catapult idea for some fun scripting, I find myself quite confused indeed...

for a func_explosion I have set my:

key: def_damage

value: damage_triggerhurt_1000

It doesnt seem to hurt me at all... Furthermore, I've tried this with a simple trigger_hurt and its instant-death... So I think it understands that there is 1000 damage, but there is no radius or point for this to occur...

how do I hook up a damage radius then??!!?

Thanks,

bam
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foyleman
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Category: DOOM III Mapping
Posted: Saturday, Oct. 30, 2004 05:49 am
oh, oh.... I came across this exact same problem. I didn't find a way around it. IT's like the explosion doesn't hurt you, but thing shake a little around you.

I actually don't think it works and that you will have to combine the two. I haven't worked on a solution, but off the top of my head.... try targeting the hurt with the explosion.
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JBAM
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Since: Jun 7, 2004
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Category: DOOM III Mapping
Posted: Sunday, Oct. 31, 2004 05:40 am
hehe... damn! I was hoping you wouldnt say that!!...

bloody hell --> a completely "safe" ground-shaking, ear-breaking explosion... what good is that!

yeah I've actually got a func_damage in there too, but that provides no radius either, and only kills the zombie for me (becasue the explosion won't!)

also, I'm spawning the entities via script, and I dont know how to put brush dimensions into that stuff so I'll struggle with the trig hurt...

I reckon that theres gotta be a way to make the expl actually do damage... I mean it even gives you a key option def_damage... I'll get to work searchin' the www :)... hopefully i'll get something sorted soon... fingers crossed
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foyleman
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Category: DOOM III Mapping
Posted: Sunday, Oct. 31, 2004 06:10 am
I'd love to know if you find a solution.
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JBAM
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Since: Jun 7, 2004
Posts: 86
Last: May 9, 2005
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Category: DOOM III Mapping
Posted: Wednesday, Nov. 10, 2004 09:42 pm
Done and done!!!! YAY!

man I was getting worried about this one, casue it was starting to look like they had meant it to damage you but it was just bugging out... (this was in fact the case, but finally there was a very simple way around it!)

Basically, it was discovered that a func_explosion would break glass etc but not hurt the player, unless the player was not even sligvhtly the instigator of the explosion. By this i mean that the player couldnt activate anything that directly led to the explosion... otherwise it wouldnt hurt them. A func explode that triggers as it hits a trigger_multiple may do damage (i cant remember but it should)... but if the player triggers the trigger_multiple then it wont... It was simply an annoying bug...

enough of explaining how to imagine many frustrating ways to kind-of-but-not trigger a func_explosion...

Heres a simple way to make it all work:

by using the activate command a player can directly trigger the func_explosion and it will also hurt the player... that is:

Code:
 void explode1() 

{
$func_explosion_1.activate($world);
}



...will make the func_explosion fully func_tional [biggrin]

many thanks to Rich is Bored and Eutectic for helping solve this problem...

I'm sure this info will be helpful for others (I'm surprised that I appear to be the first to ask about it!)

bam
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