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Thread View: alt.games.duke3d
9 messages
9 total messages Started by va... Vanth Mon, 08 Apr 1996 00:00
Pipebomb limitations
#375
Author: va... Vanth
Date: Mon, 08 Apr 1996 00:00
18 lines
962 bytes
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
#376
Author: mc... Rober Miclfresh
Date: Wed, 10 Apr 1996 00:00
14 lines
941 bytes
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
#377
Author: va... Vanth
Date: Thu, 11 Apr 1996 00:00
34 lines
1732 bytes
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
#378
Author: va... Vanth
Date: Thu, 11 Apr 1996 00:00
28 lines
1483 bytes
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
#379
Author: Adam Williamson
Date: Sat, 13 Apr 1996 00:00
26 lines
1671 bytes
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
#381
Author: Adam Williamson
Date: Sat, 13 Apr 1996 00:00
30 lines
1700 bytes
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
#380
Author: va... Vanth
Date: Mon, 15 Apr 1996 00:00
35 lines
1948 bytes
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
#382
Author: va... Vanth
Date: Mon, 15 Apr 1996 00:00
26 lines
1549 bytes
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
#383
Author: va... Vanth
Date: Mon, 15 Apr 1996 00:00
28 lines
1695 bytes
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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