A CustomPlayerMelee: Difference between revisions

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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'']]]) |
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)

Revision as of 10:11, 23 January 2011

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]]])

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.

Examples

No examples given.

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.

See also