#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png) Radiation \[SUBMISSION\]

##

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   9 years 6 months ago [\#5499](#5499) by Blue Shadow  Replied by *Blue Shadow* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission?start=10#5499 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

> HexenMapper wrote: Another problem I foresee with a radius attack, is that if 2 players are close, 2 radius attacks will be performed, and both will take double damage.

No. For each call of A_Explode, all eligible actors for damaging in radius are damaged once. So that's not actually a problem.

> Could work, and should be able to use something like A\_GiveToTarget instead of having to worry about different types of attack.

That has the same inherent problem as the melee attack method; only one actor would be damaged, which is the target.

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   9 years 6 months ago [\#5500](#5500) by MagicWazard  Replied by *MagicWazard* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission?start=10#5500 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

 Why even have a target? A_Explode damages everything nearby regardless of whether there's a target or not. You can have the radiation cloud actor perform this every so often without needing to look for a target. Or, for inventory, you could use A_RadiusGive, which works off the same no-target principle.

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- **HexenMapper**
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   9 years 3 months ago [\#5877](#5877) by HexenMapper  Replied by *HexenMapper* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission?start=10#5877 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

 ok so I tried A_Explode and it seems to work, but doesn't allow for a damage type (even though the wiki says it does) I tried the correct A_Explode function with the damage type specified with the latest gzdoom version and it runs, but with a bunch of errors, and no longer inflicts damage...

So I think A_RadiusGive might be my best bet, question is: which action function should I use for the item to damage the person who has the item?

Something like

Actor LOWRADS
{
States
{
Spawn: (Would I use a spawn state?)
TNT1 A 30 (ACTION FUNCTION TO HARM WHOEVER HAS IT)
}
}

Cheers for the help, its been a while since I've had time to work on this

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- **HexenMapper**
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   9 years 3 months ago [\#5895](#5895) by HexenMapper  Replied by *HexenMapper* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission?start=10#5895 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

 I've made some progress, using A_RadiusGive to give out an item that inflicts damage with A_DamageSelf.
The only problem is getting the obituary right (and I still have some tweaking to get the damage and timing feeling right)

No matter what I try the obituary seems to be "player killed themselves" instead of the obituary I want.

Here's the current progress, and a test map:
http://www.m*diafire.com/file/kvv1r2jel2jpu1h/RADIATION_8.wad

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- **Blue Shadow**
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   9 years 3 months ago - 9 years 3 months ago [\#5896](#5896) by Blue Shadow  Replied by *Blue Shadow* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission?start=10#5896 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

 Change the A_DamageSelf call to this: Code:

A_DamageSelf(1, "RADS", 0, "None", "None", AAPTR_NULL, AAPTR_NULL)

The important thing here is to null the source and inflictor of the damage.

Create a MAPINFO lump and put the RADS damage type's definition in it (remove the one that you have in DECORATE): Code:

DamageType RADS { Factor = 1.0 Obituary = "%o received a fatal dose of radiation" }

[strike]As a side note: I think your code needs optimization or something. Using GZDoom 3.0, I experienced two moments of slowdown/lag, one when I got in range of the radiations and another when I got damaged by said radiations.[/strike]

Edit: Nevermind the lag issue above. It turned out it's just the sounds being loaded for the first time.

 Last edit: 9 years 3 months ago by Blue Shadow.

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- **HexenMapper**
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   9 years 3 months ago [\#5909](#5909) by HexenMapper  Replied by *HexenMapper* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission?start=10#5909 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

 Amazing, thanks, I'll have a go at that ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

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- **HexenMapper**
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   9 years 3 months ago - 9 years 3 months ago [\#5912](#5912) by HexenMapper  Replied by *HexenMapper* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission?start=10#5912 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

 Well that worked very well, and I've tweaked the timing and damage to be more correct.

I think its pretty much finished! ('final' .zip file is attached)

- [ RADIATION.zip ](https://www.realm667.com/forum/attachment/684?download=1 "RADIATION.zip") [ ](https://www.realm667.com/forum/attachment/684?download=1 "RADIATION.zip")

 Last edit: 9 years 3 months ago by HexenMapper.

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   9 years 3 months ago [\#5919](#5919) by Blue Shadow  Replied by *Blue Shadow* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission?start=10#5919 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

 I'd suggest you add the RGF_NOSIGHT flag to the A_RadiusGive calls so as to fix the "not receiving damage behind corners" issue I mentioned before.

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- **HexenMapper**
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   9 years 3 months ago [\#5920](#5920) by HexenMapper  Replied by *HexenMapper* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission?start=10#5920 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

 Ah yep nice, here's the modified file (attached)

- [ RADIATION.zip ](https://www.realm667.com/forum/attachment/685?download=1 "RADIATION.zip") [ ](https://www.realm667.com/forum/attachment/685?download=1 "RADIATION.zip")

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   9 years 2 months ago [\#5931](#5931) by MagicWazard  Replied by *MagicWazard* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission?start=10#5931 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

 Seems to work pretty well now! And the modified rad suit mitigates the damage, too, which is a nice touch which keeps things consistent. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

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