Thread View: alt.games.duke3d
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Started by va... Vanth
Mon, 08 Apr 1996 00:00
Pipebomb limitations
Author: va... Vanth
Date: Mon, 08 Apr 1996 00:00
Date: Mon, 08 Apr 1996 00:00
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Anyone else noticed the limitations to the blast radius of the pipebombs? On level 1, I can place one in the holoduke alcove in the arcade, reopen the door to it, stand in front and detonate... no damage incurred. Also, I've placed one on the arcade game with the seat, between the seat and the monitor, stood right there and detonated. Again, no damage. Seems the blast radius of the pipes is limited by ANY obstructions, i.e: if there are surfaces six inches (game dimensions) to either side of the bomb, the blast won't radiate more than six inches in ANY direction. This killed many of my sneaky ideas. Vanth =V=
Re: Pipebomb limitations
Author: mc... Rober Miclfresh
Date: Wed, 10 Apr 1996 00:00
Date: Wed, 10 Apr 1996 00:00
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Vanth (va...@earthlink.net) wrote: : Anyone else noticed the limitations to the blast radius of the : pipebombs? One of the nice features of DN3D is that it has user-editable configuration files (*.CON). Look in USER.CON and you will find a line: define PIPEBOMBRADIUS 2500 Go ahead and change this to whatever value you wish. You can also adjust the damage for each weapon, enemy strength/armor, etc. Some would call this cheating, but the designers built this feature into the game so you can make it as fun as you like.
Re: Pipebomb limitations
Author: va... Vanth
Date: Thu, 11 Apr 1996 00:00
Date: Thu, 11 Apr 1996 00:00
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mc...@ccnet.com (Rober Miclfresh) wrote: >Vanth (va...@earthlink.net) wrote: >: Anyone else noticed the limitations to the blast radius of the >: pipebombs? >One of the nice features of DN3D is that it has user-editable >configuration files (*.CON). Look in USER.CON and you will find a line: >define PIPEBOMBRADIUS 2500 >Go ahead and change this to whatever value you wish. >You can also adjust the damage for each weapon, enemy strength/armor, >etc. Some would call this cheating, but the designers built this feature >into the game so you can make it as fun as you like. Re-read my original post.. the regular blast radius wasn't what I was concerned about but rather the blast being "contained" by surrounding surfaces.. However, on the subject of editing CON files... I've played around and beefed up the shotgun. One shot either turns an alien into a bloody pool or blows them back about 6-8 feet while killing them. One direct hit kills a PigCop! :) Another idea that I read someone did was to lower the armor to zero and make max health 100 for a dukematch with a higher kill ratio (after all, nobody should be able to survive a direct hit with an RPG no matter what type of body armor they're wearing and you can do this with 200 health and 100 armor.) Vanth =V=
Re: Pipebomb limitations
Author: va... Vanth
Date: Thu, 11 Apr 1996 00:00
Date: Thu, 11 Apr 1996 00:00
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va...@earthlink.net (THAT'S ME!) wrote: >Anyone else noticed the limitations to the blast radius of the >pipebombs? >On level 1, I can place one in the holoduke alcove in the arcade, >reopen the door to it, stand in front and detonate... no damage >incurred. Also, I've placed one on the arcade game with the seat, >between the seat and the monitor, stood right there and detonated. >Again, no damage. >Seems the blast radius of the pipes is limited by ANY obstructions, >i.e: if there are surfaces six inches (game dimensions) to either side >of the bomb, the blast won't radiate more than six inches in ANY >direction. >This killed many of my sneaky ideas. Seems I was off a bit on this. After further experimentation in the same area, I discovered that if you are practically on top of the location of the pipebomb you take no damage (i.e. against the wall with the holoduke access door open or right against the sit-down vidgame) BUT, if you back up just a hair you WILL take damage... Guess I can get those sneaky tactics broiling in my brain again. =) Vanth =V=
Re: Pipebomb limitations
Author: Adam Williamson
Date: Sat, 13 Apr 1996 00:00
Date: Sat, 13 Apr 1996 00:00
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For some weird reason, Vanth <va...@earthlink.net> was possessed to write >Seems I was off a bit on this. After further experimentation in the >same area, I discovered that if you are practically on top of the >location of the pipebomb you take no damage (i.e. against the wall >with the holoduke access door open or right against the sit-down >vidgame) BUT, if you back up just a hair you WILL take damage... > This is due to a stupid set of coding on Apogee's part. The damage line for pipebombs is something like: hitradius 2048 WEAKEST WEAK MEDIUMSTRENGTH TOUGH The weakest-tough are definitions from defs.con, but they are descriptive. Anyway, the point is that the damage starts from the actual bomb and goes OUTWARDS. So standing on the bomb gives you WEAKEST damage, 512 away gives you WEAK damage, 1024 away you get MEDIUMSTRENGTH damage and 1536-2048 away gives you TOUGH damage! Weird. Just reverse the order, for how it _should_ be. Your local coding wizz -- Adam Williamson, D1M - ad...@scss.demon.co.uk http://ourworld.compuserve.com/homepages/The_Williamsons/ P120/16megEDO/2megDRAMGFX/15inch/4xCD/1.2gigHD/NE2000compat/NT 3.51 /NT 4.0 beta/Win95/Win3.11/DOS 6.22/Doom2 1.9/DCK 3.3
Re: Pipebomb limitations
Author: Adam Williamson
Date: Sat, 13 Apr 1996 00:00
Date: Sat, 13 Apr 1996 00:00
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For some weird reason, Vanth <va...@earthlink.net> was possessed to write >However, on the subject of editing CON files... I've played around and >beefed up the shotgun. One shot either turns an alien into a bloody >pool or blows them back about 6-8 feet while killing them. One direct >hit kills a PigCop! :) > And one direct hit from a pigcop turns you into a bloody mess :) >Another idea that I read someone did was to lower the armor to zero >and make max health 100 for a dukematch with a higher kill ratio >(after all, nobody should be able to survive a direct hit with an RPG >no matter what type of body armor they're wearing and you can do this >with 200 health and 100 armor.) Come on, haven't you got any imagination? That's kid's stuff (yes, yes, i'm a kid, so help me :>). Try self-destructing pig cops...ricocheting waste-bins...rats that blow up when you stand on them (haven't done that yet - only just thought of it, should be pretty easy and pretty cool :>) > >Vanth > =V= > Adam Williamson, D1M - ad...@scss.demon.co.uk http://ourworld.compuserve.com/homepages/The_Williamsons/ P120/16megEDO/2megDRAMGFX/15inch/4xCD/1.2gigHD/NE2000compat/NT 3.51 /NT 4.0 beta/Win95/Win3.11/DOS 6.22/Doom2 1.9/DCK 3.3
Re: Pipebomb limitations
Author: va... Vanth
Date: Mon, 15 Apr 1996 00:00
Date: Mon, 15 Apr 1996 00:00
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Adam Williamson <Ad...@scss.demon.co.uk> wrote: >For some weird reason, Vanth <va...@earthlink.net> was possessed to >write >>Seems I was off a bit on this. After further experimentation in the >>same area, I discovered that if you are practically on top of the >>location of the pipebomb you take no damage (i.e. against the wall >>with the holoduke access door open or right against the sit-down >>vidgame) BUT, if you back up just a hair you WILL take damage... >> >This is due to a stupid set of coding on Apogee's part. The damage line >for pipebombs is something like: >hitradius 2048 WEAKEST WEAK MEDIUMSTRENGTH TOUGH >The weakest-tough are definitions from defs.con, but they are >descriptive. Anyway, the point is that the damage starts from the actual >bomb and goes OUTWARDS. So standing on the bomb gives you WEAKEST >damage, 512 away gives you WEAK damage, 1024 away you get MEDIUMSTRENGTH >damage and 1536-2048 away gives you TOUGH damage! Weird. Just reverse >the order, for how it _should_ be. >Your local coding wizz >-- >Adam Williamson, D1M - ad...@scss.demon.co.uk >http://ourworld.compuserve.com/homepages/The_Williamsons/ >P120/16megEDO/2megDRAMGFX/15inch/4xCD/1.2gigHD/NE2000compat/NT 3.51 >/NT 4.0 beta/Win95/Win3.11/DOS 6.22/Doom2 1.9/DCK 3.3 Yes.. but standing right in front of the holoduke alcove (against the wall itself at the opening) nets me NO damage while standing a hair back gets me killed. Check it out. Vanth =V=
Re: Pipebomb limitations
Author: va... Vanth
Date: Mon, 15 Apr 1996 00:00
Date: Mon, 15 Apr 1996 00:00
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Adam Williamson <Ad...@scss.demon.co.uk> wrote: >For some weird reason, Vanth <va...@earthlink.net> was possessed to >write >>However, on the subject of editing CON files... I've played around and >>beefed up the shotgun. One shot either turns an alien into a bloody >>pool or blows them back about 6-8 feet while killing them. One direct >>hit kills a PigCop! :) >> >And one direct hit from a pigcop turns you into a bloody mess :) Also, I forgot to add: There are no pigcops in straight Dukematch. The mods I made I tested out in single player. Killing a pigcop with one shot seems a relatively good indication that the shotgun is more powerful. And yes, I'm fully aware that any weapon boosts also boost the weapons of your attackers. My actual goal was to play a Dukematch over Kali that would maximize the # of kills that occured. I've survived a direct hit from an RPG with 200 health and 100 armor and I feel that NO ONE should be able to do that. Just too damn unrealistic and it makes the guns less fun to use IMO. Vanth =V=
Re: Pipebomb limitations
Author: va... Vanth
Date: Mon, 15 Apr 1996 00:00
Date: Mon, 15 Apr 1996 00:00
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Adam Williamson <Ad...@scss.demon.co.uk> wrote: >For some weird reason, Vanth <va...@earthlink.net> was possessed to >write >>However, on the subject of editing CON files... I've played around and >>beefed up the shotgun. One shot either turns an alien into a bloody >>pool or blows them back about 6-8 feet while killing them. One direct >>hit kills a PigCop! :) >> >And one direct hit from a pigcop turns you into a bloody mess :) >>Another idea that I read someone did was to lower the armor to zero >>and make max health 100 for a dukematch with a higher kill ratio >>(after all, nobody should be able to survive a direct hit with an RPG >>no matter what type of body armor they're wearing and you can do this >>with 200 health and 100 armor.) >Come on, haven't you got any imagination? That's kid's stuff (yes, yes, >i'm a kid, so help me :>). Try self-destructing pig cops...ricocheting >waste-bins...rats that blow up when you stand on them (haven't done that >yet - only just thought of it, should be pretty easy and pretty cool :>) I know it's kid's stuff, I only just started messing with cons. I have a full time job and other responsibilities you see. :} Vanth =V=
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