Author Topic: Custom gibbing?  (Read 1296 times)

0 Members and 1 Guest are viewing this topic.

calan

  • Newbie
  • *
  • Posts: 44
  • Karma: +0/-0
  • Doom Newbie
    • View Profile
Custom gibbing?
« on: October 30, 2014, 08:14:28 PM »
What is the hierarchy as far as how models are gibbed?

I know it can be defined in both the weapons and monsters, but what controls what? The reason I ask is that I would like to have certain monsters gib only with certain weapons, and ideally only with a certain amount of damage. Here are a few examples of what I'd like to do:

1. Rocket launcher gibs anything it can kill with one shot, if it's a direct hit.
2. Grenades can gib zombies and low/medium strength demons  (imp, wraith, lost souls, etc) if they are very close to ground zero (direct damage).
3. Double-barrel shotgun and BFG can gib low/medium demons.
4. Zombies can only be gibbed by direct hits from the rocket launcher and grenades.

**********

Along the same lines, is there a way to modify the sikkmod resurrection routines so that zombies only regenerate if they are not shot in the head? If killed with body shots, they may come back... but put one through their head and they stay down for good.  :)
Old bastard but kid at heart...

Ivan_the_B

  • Newbie
  • *
  • Posts: 18
  • Karma: +3/-0
  • Doom Newbie
    • View Profile
Re: Custom gibbing?
« Reply #1 on: October 31, 2014, 11:37:36 AM »
The logic is simple: the monster will gib if its health is lower than -20 and "gib" is 1 on both the monster and the damage defs.
You need the SDK to change that.

calan

  • Newbie
  • *
  • Posts: 44
  • Karma: +0/-0
  • Doom Newbie
    • View Profile
Re: Custom gibbing?
« Reply #2 on: October 31, 2014, 12:44:36 PM »
Well.... that sucks.  :)

Want a project?   LOL


EDIT:

Are the damage and health values always on a one-to-one relationship? In other words, if a weapon does 40 damage, and hits a monster with 100 current health, does that monster now have 60 health?
« Last Edit: October 31, 2014, 12:54:53 PM by calan »
Old bastard but kid at heart...

BielBdeLuna

  • Full Member
  • ***
  • Posts: 242
  • Karma: +8/-20
  • Doom Newbie
    • View Profile
    • my Github repositories
Re: Custom gibbing?
« Reply #3 on: October 31, 2014, 02:08:25 PM »
Calan are you on Linux, or maybe Windows? in Linux, at least, compiling the code is not that difficult. you should try it! :D

calan

  • Newbie
  • *
  • Posts: 44
  • Karma: +0/-0
  • Doom Newbie
    • View Profile
Re: Custom gibbing?
« Reply #4 on: October 31, 2014, 03:04:24 PM »
Win7 x64

If each monster had it's own "gib threshold" in the entity def, that would add a lot of flexibility to what could be done.

You could set each monster independently to gib only at x amount of damage... and then by using the gib flags of the weapons and monsters, a lot of interesting things could happen I think.

Someone want to code that in for me? Sounds pretty simple for you crack SDK programmers.  :D
« Last Edit: October 31, 2014, 03:10:06 PM by calan »
Old bastard but kid at heart...