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Rejected / Re: [Suggestion] Ring Boomerang and Knight Crush Damagers
« on: February 28, 2014, 02:27:40 AM »
This seems slightly odd of a suggestion. Let's look at the returning damager on ring boomerang
Ok, so as it is now, it spawns a ripper projectile the lasts 2 tics for 30 damage each projectile. Based on your suggestion, it would drop the damage down to 15. This is odd though as if the damage is too high, there are numerous other ways to deal with it.
1.) remove ripper
2.) reduce to 1 tic (rather pointless for a ripper to be 1 tic, but w/e)
3.) reduce damage overall
What exactly is the problem you're trying to resolve? Reducing the damage on the returning boomerang or something else?
Code: [Select]
actor RingBoomerangDamager
{
damagetype "RingBoomerang"
PROJECTILE
+RIPPER
damage (15)
radius 12
height 12
States
{
Spawn:
TNT1 A 2
stop
}
}Ok, so as it is now, it spawns a ripper projectile the lasts 2 tics for 30 damage each projectile. Based on your suggestion, it would drop the damage down to 15. This is odd though as if the damage is too high, there are numerous other ways to deal with it.
1.) remove ripper
2.) reduce to 1 tic (rather pointless for a ripper to be 1 tic, but w/e)
3.) reduce damage overall
What exactly is the problem you're trying to resolve? Reducing the damage on the returning boomerang or something else?

