A CustomPlayerMelee: Difference between revisions
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{{Codepointer | | {{Codepointer | | ||
description=CustomPlayerMelee is a parameterized player weapon codepointer. This codepointer allows construction of custom player melee attacks. Two major classes of attacks are possible: punch-style and chainsaw-style, depending on the parameters given. | | description=CustomPlayerMelee is a parameterized player weapon codepointer. This codepointer allows construction of custom player melee attacks. Two major classes of attacks are possible: punch-style and chainsaw-style, depending on the parameters given. | | ||
usage='''CustomPlayerMelee''' (''dmgfactor'', ''dmgmod'' [, ''berserk'' [, ''deflection'' [, ''soundname'']]]) | | usage='''CustomPlayerMelee''' (''dmgfactor'', ''dmgmod'' [, ''berserk'' [, ''deflection'' [, ''soundname''[, ''range''[, ''pufftype'']]]]]) | | ||
parameters=*dmgfactor: Damage factor. Damage formula is: dmgfactor * ((rnd%dmgmod) + 1) | parameters=*''dmgfactor'': Damage factor. Damage formula is: dmgfactor * ((rnd%dmgmod) + 1) | ||
*''dmgmod'': Damage modulus. (Clamped into range of 1 to 256) | *''dmgmod'': Damage modulus. (Clamped into range of 1 to 256) | ||
*''berserk'': Berserk multiplier. (Default 0, x*damage when player is berserk) | *''berserk'': Berserk multiplier. (Default 0, x*damage when player is berserk) | ||
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**'''punch''' = Punch-style deflection (player will face object) | **'''punch''' = Punch-style deflection (player will face object) | ||
**'''chainsaw''' = Chainsaw-style deflection (player will face object and be wiggled around) | **'''chainsaw''' = Chainsaw-style deflection (player will face object and be wiggled around) | ||
*''soundname'': The "nice name" of the sound to play. See [[sound|the sound EDF block]] for how to define this. | | *''soundname'': The "nice name" of the sound to play. See [[sound|the sound EDF block]] for how to define this. | ||
*''range'': The range of fire, as a floating-point value. Default: 64.0. | |||
*''pufftype'': name of [[EDF]] [[pufftype]] to spawn when hitting walls. Default is the one designated for the current game.| | |||
examples= | |||
<code>A_CustomPlayerMelee(2, 10, 10, punch, punch, BulletPuff)</code>| | |||
notes=The Berserk multiplier can be applied to any attack, but that if it is 0, you will do zero damage when berserk! The Berserk multiplier should be 1 when no berserk bonus is desired. | | notes=The Berserk multiplier can be applied to any attack, but that if it is 0, you will do zero damage when berserk! The Berserk multiplier should be 1 when no berserk bonus is desired. | | ||
seealso= | seealso= | ||
*[[FireCustomBullets]] | *[[FireCustomBullets]] | ||
*[[FirePlayerMissile]]}} | *[[FirePlayerMissile]] | ||
*[[List_of_codepointers#Attacks|Player attack codepointers]]}} |
Latest revision as of 15:38, 7 April 2020
Description
CustomPlayerMelee is a parameterized player weapon codepointer. This codepointer allows construction of custom player melee attacks. Two major classes of attacks are possible: punch-style and chainsaw-style, depending on the parameters given.
Usage
CustomPlayerMelee (dmgfactor, dmgmod [, berserk [, deflection [, soundname[, range[, pufftype]]]]])
Parameters
- dmgfactor: Damage factor. Damage formula is: dmgfactor * ((rnd%dmgmod) + 1)
- dmgmod: Damage modulus. (Clamped into range of 1 to 256)
- berserk: Berserk multiplier. (Default 0, x*damage when player is berserk)
- deflection: Select angle deflection type. (Default None)
- none = None
- punch = Punch-style deflection (player will face object)
- chainsaw = Chainsaw-style deflection (player will face object and be wiggled around)
- soundname: The "nice name" of the sound to play. See the sound EDF block for how to define this.
- range: The range of fire, as a floating-point value. Default: 64.0.
- pufftype: name of EDF pufftype to spawn when hitting walls. Default is the one designated for the current game.
Examples
A_CustomPlayerMelee(2, 10, 10, punch, punch, BulletPuff)
Notes
The Berserk multiplier can be applied to any attack, but that if it is 0, you will do zero damage when berserk! The Berserk multiplier should be 1 when no berserk bonus is desired.