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CarlBillen
03-26-2002, 06:38 AM
I managed to work out most of this stuff just by experimenting with the Serious Editor and snooping around in the Damager.es file of the SDK. Please note that I am not certain of everything, so feel free to comment on anything. Enjoy!

Carl



Damager -- used for triggering damage to damageable entities.

Properties Rundown
~ Ammount. The amount of damage the damager does to the entity defined in the Entity To Damage property.
~ Damage From Triggerer. Determines whether the entity defined in the Entity To Damage knows where the damage is coming from.
~ Entity To Damage. The entity that is targeted by the damager. If this is 'None', then the one who triggers the damage receives an amount of damage as defined in Ammount in the way as described by the Type.
~ Name. Name which identifies the damager.
~ Parent. The parent entity of the damager. If you set this property to the same entity as the Entity To Damage property, the damager will be destroyed when the entity is destroyed.
~ Spawn Flags. Flags which determine whether the damager will exist in certain difficulty levels (E = Easy, N = Normal, H = Hard (Serious) , X = Extra Hard (Mental)) and/or in which game mode (S = Single Player, C = Cooperative, D = Death Match).
~ Type.
---- Abyss. 'Falling to your death' damage.
---- Acid.
---- Brush. Damage done by a moving brush, like being squashed by a stomper.
---- Bullets. Pistol, shotgun, tommygun, chaingun and sniper rifle damage.
---- Burning. Damage done when on fire.
---- Cannon Ball.
---- Cannon Ball Explosion.
---- Chain Saw.
---- Close Range. Knife damage.
---- Damager.
---- Drowning.
---- Explosion.
---- Freezing.
---- Heat. Damage done by standing in a fire.
---- Impact. Impact damage, like being hit by a werebull.
---- no damage.
---- Projectile. Rockets, grenades, lasers, flame thrower.
---- Spike stab.
---- Teleport.

Notes
~ Try out GaryP's 'Breakable Glass' tutorial (found at http://www.3dactionplanet.com/serioussam/tutorials/breakglass.shtml) to experiment with a Damager. It's great to try out the different damage types and the effect of Entity To Damage set to None, but reduce the Ammount to 20 and set the Moving Brush's Health to 80 or 100 (so that it takes a couple of shots before the glass is broken).
~ Damage types Cannon Ball, Explosion and Projectile are the only types take can reduce the Health of a Moving Brush. If the Blowup by Damager flag of the Moving Brush is set, then the type Damager can reduce the Health too.
~ If you set Entity To Damage to None and Type to Drowning (and Ammount to a reasonably low value) you will see that each time the damager is triggered by the player, you will hear a bubbling sound and bubbles will appear above Sam's head.
~ If the Trigger which points to the Damager which does damage which damages the Moving Brush (and I guess any other damageable entity) and you have it trigger a second Damager with Entity To Damage set to None, you can make something that hurts when you're trying to destroy it.

Iirion Claus
03-26-2002, 07:19 AM
Wow, a newcomer to the community and you already wrote a guide! This is great. You might want to contact Michael Harris and have this entry added to the next version of the Item-by-Item.

Welcome, by the way :)

Michael Harris
03-26-2002, 08:01 AM
CarlBillen,

Great! I've already copy/pasted it into the editor item-by-item and will, of course, credit you both at the top of the Damager write-up and at the top of the item-by-item. Next release of the item-by-item will follow shortly after the next patch.

The .es files in the SDK eh? I've stayed away from the SDK, partly out of intimidation and partly out of fear that I would get sucked in and never return to working on the item-by-item.......... but sounds like the perfect excuse to dig into them.

More! More!

Thanks.

Iirion Claus
03-26-2002, 09:41 AM
Great! I've already copy/pasted it into the editor item-by-item and will, of course, credit you both at the top of the Damager write-up and at the top of the item-by-item. Next release of the item-by-item will follow shortly after the next patch.
Don't credit me, it's all his work :)

The .es files in the SDK eh? I've stayed away from the SDK, partly out of intimidation and partly out of fear that I would get sucked in and never return to working on the item-by-item.......... but sounds like the perfect excuse to dig into them.
Croteam has odd naming conventions with some of the entity properties, whenever I get stuck with an entity I launch the SDK and check out what they meant to do. Very useful.

Michael Harris
03-26-2002, 10:22 AM
Bad phrasing on my part, I meant that I would credit him at both locations (top of item-by-item, top of topic).