Custom death states
Moderator: Graf Zahl
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Custom death states
I know this has been brought up before because i remember reading about it a while back. But since i havnt really been in the scene for awhile lots of things have changed now. Anywho, can custom death states be defined? Like a chainsaw death state, a shotgun death state, etc., etc,....... however many deathstates i want for each individual monster. If so, how would i go about doing this?
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- wildweasel
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The inventory hack you mentioned would be the only way to accomplish what you want for now.
Randy has stated that custom state labels will make its debut when ZDoom reaches version 2.2.0. The current ZDoom version is 2.1.5. Even then, we have to wait for Graf to implement 2.2.0 changes into whatever version GZDoom will be by then if you want your project to be GZDoom exclusive.
Sounds like it'll take a while...
Randy has stated that custom state labels will make its debut when ZDoom reaches version 2.2.0. The current ZDoom version is 2.1.5. Even then, we have to wait for Graf to implement 2.2.0 changes into whatever version GZDoom will be by then if you want your project to be GZDoom exclusive.
Sounds like it'll take a while...
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Indeed a universal solution for any weapon that inflicts fire, ice, etc. damage unless i limit that state to one gun. The only problem with that is that you get the prescripted side effects of burning, freezing, etc.As far as I can tell the custom states have not been implemented yet and won't be for some time.
However, if you only need one such state, you can always use the Burn state and give the weapon or projectile +FIREDAMAGE.
(sigh) whata shame. Thanks for the update.Sounds like it'll take a while...
- Graf Zahl
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fiend-o-hell wrote: Indeed a universal solution for any weapon that inflicts fire, ice, etc. damage unless i limit that state to one gun. The only problem with that is that you get the prescripted side effects of burning, freezing, etc.
There are no side effects to any death type. There was one for freezing but now all is being done with code pointers.