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  • ...image, but anyway for now, this is how you can have the surface alter the damage done: ...oded yet), it checks the following variable in the projectile def for what damage to do:
    762 bytes (130 words) - 13:38, 11 September 2006
  • So D3 already has a system of damage areas. They are in the AI def files, but it looks like these reference othe (Modified so it only takes damage to the head)
    1 KB (203 words) - 17:31, 13 September 2006
  • To make a moveable damage something: ...or create a damage def. A good generic one is damage_generic. This does 20 damage with a small knockback.
    2 KB (425 words) - 01:52, 10 March 2011

Page text matches

  • :The AI can take damage again. ==== scriptEvent void '''damage'''(entity inflictor, entity attacker, vector dir, string damageDefName, flo
    310 KB (38,861 words) - 14:11, 16 December 2023
  • :The AI can take damage again. ==== scriptEvent void '''damage'''(entity inflictor, entity attacker, vector dir, string damageDefName, flo
    282 KB (35,345 words) - 23:37, 1 January 2015
  • :The AI can take damage again. ==== scriptEvent void '''damage'''(entity inflictor, entity attacker, vector dir, string damageDefName, flo
    286 KB (35,800 words) - 14:49, 7 May 2018
  • ===Damage Spawnargs=== ...era invincible. Setting to 0 will make the camera invincible. Default base damage per hit: sword - 42; broadhead - 35; fire arrow direct hit - 400.
    23 KB (3,703 words) - 14:05, 16 July 2022
  • To make a moveable damage something: ...or create a damage def. A good generic one is damage_generic. This does 20 damage with a small knockback.
    2 KB (425 words) - 01:52, 10 March 2011
  • ...will be alerted, of course, and following attacks will not deal additional damage. For a short term distraction of AIs, the player can blind AI with flash bo |Name of the damage zone that must be hit for a possible knockout. Set this blank (i.e. : 'ko_z
    21 KB (3,553 words) - 20:23, 30 January 2024
  • === Damage Stim === ...a response effect defined for the DAMAGE stim, which tells the code which damage entityDef (e.g. ''atdm:damage_simple'') it should use and which entity shou
    11 KB (1,939 words) - 21:52, 9 April 2024
  • ** E.g. Adds a damage stim to the furnace after a fire stim is given. ...the stated Target. By default, both the player and AI have a response to Damage stims. If time_interval is not set, it defaults to firing every millisecon
    13 KB (2,363 words) - 12:44, 20 December 2023
  • ...s how much air you have left. When the bar runs out, you'll begin to take damage. Surfacing or using a Breath Potion will restore your air bar. The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lo
    32 KB (5,615 words) - 11:34, 16 January 2024
  • The [[health]] sets the amount of damage that needs to be done to the object until it breaks. ...imes would leave the bottle with only 2 points health, and thus suddenly a damage of 2 points can destroy the bottle.
    3 KB (443 words) - 19:32, 11 February 2008
  • ...efs file, "damage.def". Note those referencing "triggerhurt" simply cause damage, while others feature additional effects such as push and knockbacks (launc If you need varying amount of damage based on proximity, the [[Stim/Response_Key/Values#Damage_Stim|Stim/Respons
    9 KB (1,466 words) - 17:33, 30 August 2023
  • ===Damage=== * Maximum distance player can fall without sustaining fall damage = 175
    7 KB (1,234 words) - 14:28, 11 December 2023
  • ...the "health" spawnarg, and you can use "target" to trigger something when damage occurs (such as a sound effect or event). See here for details on the spawn ...make the fire damaging by starting a trigger timer which applies the stim damage to the target every few seconds. Remember to switch off the timer when the
    51 KB (8,847 words) - 15:33, 1 July 2021
  • ...image, but anyway for now, this is how you can have the surface alter the damage done: ...oded yet), it checks the following variable in the projectile def for what damage to do:
    762 bytes (130 words) - 13:38, 11 September 2006
  • Damage overlay (tunnel vision): Time since the last damage, so when damage occurs, it can flash Damage overlay (tunnel vision): Alpha, based on player health
    4 KB (683 words) - 21:22, 9 January 2019
  • "editor_var damage" "Damage definition if it damages things it collides with" "editor_var damageWhenActive" "Only damage when active ( currently for the vagary and influence stuff )"
    12 KB (2,029 words) - 15:17, 4 September 2021
  • ...these variables as instructions. For example, you could write a script to damage various ai's by various amounts, with an entity and a float input. Other sc === Script to apply a variable amount of damage to an ai ===
    4 KB (635 words) - 15:35, 23 December 2020
  • "editor_var damage" "Damage definition if it damages things it collides with" "editor_var damageWhenActive" "Only damage when active ( currently for the vagary and influence stuff )"
    4 KB (618 words) - 14:58, 3 July 2008
  • * [http://bugs.thedarkmod.com/view.php?id=2522 #2522]: Adjust damage for different weapons (Def/Setup) (Springheel) ...into three different categories of damage. Daggers no longer do the same damage as Longswords. (Springheel)
    12 KB (1,759 words) - 14:36, 3 February 2021
  • * undeadflesh (like flesh, but less vulnerable to mundane damage) * [[Damage Multiplier for Surfaces]]
    4 KB (613 words) - 22:42, 1 April 2016
  • So D3 already has a system of damage areas. They are in the AI def files, but it looks like these reference othe (Modified so it only takes damage to the head)
    1 KB (203 words) - 17:31, 13 September 2006
  • ...if they are alert but more difficult. Otherwise, the blackjack just causes damage. Damage is blocked by armour, helmets etc.
    5 KB (940 words) - 17:37, 28 January 2019
  • !align=left|Per Limb Damage ...mlink|https://forums.thedarkmod.com/index.php?/topic/20703-script-per-limb-damage-skill-system-wip/}}
    9 KB (1,238 words) - 02:50, 13 March 2024
  • .... Any lossy compression will always introduce some artifacts and otherwise damage that data. To be on the safe side, keep normal maps as TGAs.
    4 KB (701 words) - 15:51, 1 September 2020
  • ...or bed, with usual path nodes) sometimes die if KO'd. They seem to taking damage which varies dramatically, possibly from KO-caused interaction with nearby
    9 KB (1,605 words) - 17:50, 15 January 2023
  • ...it is to ensure 'quality control' over magical texts and to guard against damage or theft).
    8 KB (1,422 words) - 17:05, 13 January 2015
  • * dmg 1000 - Does 1000 damage to anything that obstructs it - DON'T STAND UNDER IT MWAHAHAHA.
    22 KB (3,205 words) - 09:42, 9 September 2021
  • ...the equivalent to DromEd's Source and can be of various types (Frob, Heal, Damage, Trigger, Sound, Visual, Communication, whatever). Each stim can be either
    6 KB (1,004 words) - 12:50, 14 November 2022
  • * Pain wheel (A HUD gui that tells you the direction of damage): [http://forums.thedarkmod.com/topic/15633-implementing-a-pain-wheel/page_
    826 bytes (129 words) - 02:23, 1 December 2013
  • * Bug that caused AI to do double damage when hitting player has been fixed ''(grayman)''
    2 KB (236 words) - 14:17, 4 February 2021
  • ...climbable press and hold crouch to slide down the climbable without taking damage
    8 KB (1,247 words) - 16:55, 2 February 2021
  • * [[Area specific Damage]]
    210 bytes (23 words) - 11:09, 22 April 2012
  • * AI will react to objects thrown at them and may take damage. AI can be KO'd by heavy objects hitting them in the head. (grayman)
    25 KB (3,550 words) - 05:31, 4 February 2021
  • * Improved player damage GUI overlay image
    11 KB (1,612 words) - 05:57, 7 March 2022
  • '''Hit By the Player No Damage:''' ("snd_failed_knockout")<br>
    28 KB (4,838 words) - 03:26, 14 January 2019
  • Hit By the Player No Damage''': The player tried to blackjack you but failed. What an idiot.
    21 KB (3,608 words) - 06:18, 31 January 2019
  • '''Hit By the Player No Damage''': The player tried to blackjack you but failed. What an idiot.<br>
    23 KB (3,844 words) - 15:51, 31 January 2019
  • '''Hit By the Player No Damage''': The player tried to blackjack you but failed. What an idiot.<br>
    33 KB (5,850 words) - 09:17, 29 January 2019
  • '''Hit By the Player No Damage:''' The player tried to blackjack you but failed. What an idiot.<br>
    23 KB (3,971 words) - 07:42, 29 January 2019
  • '''Hit By the Player No Damage''': The player tried to blackjack you but failed. What an idiot.<br>
    23 KB (3,930 words) - 15:49, 31 January 2019
  • '''Hit By the Player No Damage''': The player tried to blackjack you but failed. What an idiot.<br>
    26 KB (4,364 words) - 04:21, 31 January 2019
  • '''Hit By the Player No Damage:''' The player tried to blackjack you but failed. What an idiot.<br>
    25 KB (4,280 words) - 22:07, 13 January 2019
  • '''Hit By the Player No Damage:''' The player tried to blackjack you but failed. What an idiot.<br>
    26 KB (4,282 words) - 16:05, 31 January 2019
  • :An inanimate item must be destroyed (damage it until its health is lower than zero).
    35 KB (5,581 words) - 21:38, 25 April 2024
  • Rope arrows can cause damage if shot at an opponent, so players can use them as improvised ammunition if
    1 KB (179 words) - 13:57, 31 March 2021
  • ...ds", not "active", because their explosions invoke no physics or permanent damage.
    5 KB (618 words) - 17:32, 4 November 2022
  • Gas will cause damage to the player if he or she enters the cloud.
    1 KB (172 words) - 19:13, 31 March 2021
  • Moss can also cushion a fall, resulting in less damage if you're falling a long way. ''[is this implemented yet?]''
    2 KB (298 words) - 22:57, 14 March 2022
  • ...how up as an AI attacking with an empty hand (but still parrying and doing damage), or the AI might just run into the player continually, unable to attack at
    3 KB (531 words) - 03:14, 1 March 2022
  • ...y input brackets. In this case they're empty, but for a script that should damage various entities by various amounts you could define an entity input and a
    5 KB (919 words) - 23:41, 23 December 2020
  • ...yer can stand and ride on it instead. (Presumably, the bobbing can inflict damage if the player gets pinched between the bobber and some other immoveable.) N
    11 KB (1,696 words) - 23:21, 14 December 2021
  • ...arkmod.com/view.php?id=2075 #2075]: AI were alerted when they took falling damage
    11 KB (1,573 words) - 05:12, 4 February 2019
  • ...rmour and aim for the more exposed and vulnerable parts of guards' bodies. Damage dealt to soft tissues, particularly in the head and upper torso area, can b
    2 KB (331 words) - 14:10, 31 March 2021
  • ...lows for dealing out i.e. fake health potions which have no effect or deal damage instead (as an example).
    30 KB (4,994 words) - 11:07, 7 April 2024
  • |Does direct damage to the target entity.
    10 KB (1,574 words) - 15:22, 15 November 2016
  • ...darkmod.com/view.php?id=3440 #3440]: [Def / Setup] Zombies should not take damage from arrows; visual indicator needed (Springheel)
    24 KB (3,321 words) - 14:07, 4 February 2021
  • ...//bugs.thedarkmod.com/view.php?id=2655 #2655]: Werebeast crawler can cause damage above his height (AI) (grayman)
    6 KB (931 words) - 05:14, 4 February 2021
  • OWWW MY HAND! Think I just gained 3 years worth of carpal tunnel damage in one go with that one. Anyways, the resulting normalmap looks like...
    18 KB (3,221 words) - 07:15, 4 April 2012
  • ...gs.thedarkmod.com/view.php?id=1697 #1697]: AI errors when alerted by melee damage (AI)
    13 KB (1,967 words) - 15:56, 3 February 2021
  • '''Hit By the Player No Damage''': The player tried to blackjack you but failed. What an idiot.<br>
    23 KB (3,907 words) - 05:44, 31 January 2019
  • ...s only when the entity has a [[health]], and this health drops to 0 due to damage to the entity.
    450 bytes (66 words) - 14:31, 8 February 2008
  • * Players can no longer exploit mantle to evade fall damage for very long falls
    17 KB (2,452 words) - 10:59, 10 February 2023
  • ...decreases from right to left. When the bar runs out, you'll begin to take damage. Surfacing or using a Breath Potion will restore your air bar.
    2 KB (322 words) - 11:31, 16 January 2024
  • // Can we damage the enemy already?
    7 KB (1,083 words) - 12:15, 21 July 2011
  • ...n set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage.
    12 KB (1,722 words) - 05:14, 28 March 2024
  • ...eated by a necromancer. They are virtually mindless, but are difficult to damage with normal weapons. Regular arrows are useless against them. With enough
    1 KB (196 words) - 20:08, 11 March 2010
  • ...mercial game developer Arnout 'RR2DO2' van Meer], while he was with Splash Damage, Ltd., a game studio he co-founded. During 2001-2004, Q3Font was developed
    8 KB (1,378 words) - 20:26, 4 March 2024
  • |''Slow-fall potion. Reduces falling damage but slows movement.''
    227 KB (38,525 words) - 14:59, 13 April 2024
  • :Should be used with extra care, can trigger hardware clipping. This will not damage your hardware, but sound real crappy -- keep in mind this is a game and not
    11 KB (1,832 words) - 16:14, 13 April 2024
  • ...ot paying the guild its fair share of the loot, but they could irreperably damage the guild's reputation.
    3 KB (556 words) - 20:07, 11 March 2010