EDF damagetype reference: Difference between revisions

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==Default damage types (means of death)==
==Default damage types (means of death)==
There are several built-in damage types, as defined in base/things.edf. They're useful in specials like '''DamageThing''' and '''Thing_Damage''':
There are several built-in damage types, as defined in base/things.edf. They're useful in specials like '''DamageThing''' and '''Thing_Damage''':
*0: (Unknown)
*0: (Unknown). Used internally by several insta-kill situations, such as [[PainShootSkull]] failures, the '''TOUCHY''' flag (which causes the thing to destroy itself) or the massacre cheats. The "vilehit" console command also uses it. Things with the '''dmgspecial''' set to '''MinotaurCharge''' or '''Whirlwind''' also use this. Parameterized special [[Thing_Destroy]] uses it.
*1: Fist
*1: Fist
*2: Pistol
*2: Pistol
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*7: Plasma
*7: Plasma
*8: BFG
*8: BFG
*9: BFG_Splash
*9: BFG_Splash. Used by [[BFGSpray]]
*10: Chainsaw
*10: Chainsaw
*11: SShotgun
*11: SShotgun
*12: Slime
*12: Slime
*13: Lava
*13: Lava
*14: Crush
*14: Crush. Used by crushing ceilings, floors and walls (polyobjects).
*15: Telefrag
*15: Telefrag. Used by teleport kills.
*16: Falling
*16: Falling. Used by falling damage.
*17: Suicide
*17: Suicide. Used by the "kill" console command, but not like the Heretic "iddqd" cheating penalty.
*18: Barrel
*18: Barrel
*19: Splash
*19: Splash
*20: Hit
*20: Hit. The following codepointers '''always''' use it:
**[[BeastAttack]] melee
**[[BruisAttack]] melee
**[[ClinkAttack]]
**[[HeadAttack]] melee
**[[ImpMeleeAtk]]
**[[ImpMissileAtk]] melee
**[[KnightAttack]] melee
**[[LichAttack]] melee
**[[MinotaurAtk1]]
**[[MinotaurAtk2]] melee
**[[MinotaurAtk3]] melee
**[[MummyAttack]]
**[[MummyAttack2]] melee
**[[SargAttack]]
**[[SkelFist]]
**[[Srcr1Attack]] melee
**[[Srcr2Attack]] melee
**[[TroopAttack]] melee
**[[WizardAtk3]] melee
*21: BFG11k_Splash
*21: BFG11k_Splash
*22: BetaBFG
*22: BetaBFG
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*24: PlayerMisc
*24: PlayerMisc
*25: Grenade
*25: Grenade
*26: Quake
*26: Quake. Used by the [[Radius_Quake]] parameterized special.
*27: Fire
*27: Fire. All inflictor things with the '''FIREDAMAGE''' flag get this damage type, overriding the current one they would use.
 
==Gameplay features and codepointers which use the thing's mod field==
*[[BetaSkullAttack]]: caller's '''mod'''
*[[Detonate]]
*[[DetonateEx]]
*[[Explode]]
*[[HticExplode]]
*[[Nailbomb]]
*[[VileAttack]]: caller's '''mod''', both for the central and explosion damage.
*[[VolcBallImpact]]
*All bullet (hitscan) attacks.
*Lost soul (and similar attack) impact.
*Projectile '''RIP''' damage
*Projectile impact damage
*'''topdamage''' thingtype property
 
==Functions with user-settable damage type in their fields==
===ACS functions===
*[[SectorDamage]]
*[[Thing_Damage2]]
===Parameterized specials===
*[[DamageThing]]
===Gameplay features and codepointers===
*[[Scratch]]
*Sector acid damage. Uses the sector's own damage type property, which can fall back to the terrain damage type.


[[category:EDF]]
[[category:EDF]]

Revision as of 14:44, 26 March 2017

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damagetype
{
  num          <integer>
  obituary     <string>
  obituaryself <string>
  sourceless   <true/false>
}

Explanation

  • num: the identifier of the damage type, useful for parameterized specials such as DamageThing or Thing_Damage.
  • obituary: the text to show when a player is killed by someone or something else using this damage type. If the attacker (usually a monster) using ammunition of this damage type has its dedicated obituary, then that obituary will be used. Otherwise this obituary will be used. If this isn't defined, it will simply write "Player died.".
  • obituaryself: text to show when a player is killed by themselves. If missing, and sourceless is false, it will just say "Player died.".
  • sourceless: (default false) set it to true if you want the damagetype to belong to sourceless (environmental) attackers.

Default damage types (means of death)

There are several built-in damage types, as defined in base/things.edf. They're useful in specials like DamageThing and Thing_Damage:

  • 0: (Unknown). Used internally by several insta-kill situations, such as PainShootSkull failures, the TOUCHY flag (which causes the thing to destroy itself) or the massacre cheats. The "vilehit" console command also uses it. Things with the dmgspecial set to MinotaurCharge or Whirlwind also use this. Parameterized special Thing_Destroy uses it.
  • 1: Fist
  • 2: Pistol
  • 3: Shotgun
  • 4: Chaingun
  • 5: Rocket
  • 6: R_Splash
  • 7: Plasma
  • 8: BFG
  • 9: BFG_Splash. Used by BFGSpray
  • 10: Chainsaw
  • 11: SShotgun
  • 12: Slime
  • 13: Lava
  • 14: Crush. Used by crushing ceilings, floors and walls (polyobjects).
  • 15: Telefrag. Used by teleport kills.
  • 16: Falling. Used by falling damage.
  • 17: Suicide. Used by the "kill" console command, but not like the Heretic "iddqd" cheating penalty.
  • 18: Barrel
  • 19: Splash
  • 20: Hit. The following codepointers always use it:
  • 21: BFG11k_Splash
  • 22: BetaBFG
  • 23: BFGBurst
  • 24: PlayerMisc
  • 25: Grenade
  • 26: Quake. Used by the Radius_Quake parameterized special.
  • 27: Fire. All inflictor things with the FIREDAMAGE flag get this damage type, overriding the current one they would use.

Gameplay features and codepointers which use the thing's mod field

Functions with user-settable damage type in their fields

ACS functions

Parameterized specials

Gameplay features and codepointers

  • Scratch
  • Sector acid damage. Uses the sector's own damage type property, which can fall back to the terrain damage type.