Bug? A_Explode causes infighting

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Chilvence
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Bug? A_Explode causes infighting

Post by Chilvence »

I dont know whether to call it a bug or just something that was never accounted for, but if you give a monster a projectile that explodes, it causes them to fight among themselves. I take it that it is because only the Cyberdemon originally had a rocket attack, to which it was immune.

Now, for my purposes I would actually prefer it if the monsters took the damage, but simply ignored it, but for general purpose it would probably be better if monsters from the same species couldnt damage each other, because it makes it too easy if they can.

Also, dehacked has given me the impression that monster infighting is really easy to turn on and off. I dont know if thats true, but what would be really useful is a mapinfo flag to do just that on a per map basis. And cake mode.
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Sticky
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Re: Bug? A_Explode causes infighting

Post by Sticky »

Chilvence wrote: it makes it too easy if they can.
I thought this was the standard behavior. Monsters have always fought amongst themselves, no? And using that to your advantage has always been a strategy. So this time it's with a rocket, so? Maybe I'm just missing something.... ?
if you give a monster a projectile that explodes, it causes them to fight among themselves.
OH, maybe they fight before they've even been hit, is that what's going on? I get it then....
Last edited by Sticky on Tue Jun 01, 2004 6:38 am, edited 1 time in total.
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Chilvence
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Post by Chilvence »

Imps, Barons, Demons, etc never fight their own species, which is what this is causing. Try replacing the imp fireball with an exploding ball and youll see what I mean.
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Sticky
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Post by Sticky »

Gotcha. Still seems like it was intended this way. Since it's not the normal moster anymore, it should have to fight with its buddies, just like everybody else. And I thought there was already some kind of flag to set this kind of behavior....
(I need to stay out of the bugs forum, I don't know what I'm talking about.)
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Enjay
 
 
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Post by Enjay »

Hitscan and explosions cause infighting. Normal projectiles do not. It even used to be the case (in Doom ver 1.2?) that a barrel exploded by one enemy could hurt another enemy of the same species and cause the two to fight (eg the famous Baron in fighting demo).

To stop this behaviour, at present at least, you'd have to stop all monsters infighting.

Perhaps there could be a few levels of infighting that could be specified. Perhaps in MAPINFO or DECORATE (for new items?) or DEHACKED?

Infight type 1: Normal infighting (hitscan and explosion projectiles cause infighting)
Infight type 2: Monsters never infight own species, unless damaged by hitscan
Infight type 3: Monsters never infight own species, unless damaged by explosion
Infight type 4: All monsters infight (including own species - as is settable by dehacked)
Infight type 5: Monsters never infight (as settable with the Zdoom dehacked option)

Also, is the flag/bit available to make monsters imune to splash damage? Also (again), could it be made possible to remove this flag from monsters that naturally have it set?
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Chilvence
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Post by Chilvence »

Theres a flag for no radius damage, which I could use in a pinch, but it kind of nerfs the rocket launcher when fighting those enemies.
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Lexus Alyus
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Post by Lexus Alyus »

Can't you just set the new monsters to not hurt themselves by the projectile (+NORADIUSDAMAGE) and set the projectile to not hurt the user? That should work because that is what (I assume) the cyberdemon is using.

In any other respect, this is natural Doom behavour and there is no bug here...

:twisted:
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Chilvence
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Post by Chilvence »

Too slow there ;)
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HotWax
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Post by HotWax »

Explosion damage is considered "hitscan" by the engine, which is why it causes enemies of the same species to overlap. It's been this way forever. Therefore, using the chaingun logic, changing it would be a sin and a tragedy, and ZDoom should never be improved any further in this respect. Even an option is out of the question.
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Xaser
 
 
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Post by Xaser »

This has nothing to do with the chaingun.
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HotWax
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Post by HotWax »

On the contrary, this behavior can be used to chea..... errrr.. strategically improve my odds of winning, by strategy and all... therefore it's exactly like the chaingun. Further, it was coded this way by id, which was clearly intentional, and thus by law must not be changed.
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Xaser
 
 
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Post by Xaser »

No. An explosion is a blast that damages things in a certain radius. A chaingun is a weapon that has multiple barrels that spin around when the trigger is pulled, resulting in a fast spray of bullets that can mow down several enemies at once.

Ah, who cares?

[/sowhat]
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HotWax
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Post by HotWax »

HEATHEN!!! You dare to question Carmack's original intent?! To hell I banish you, back to the firey pits from whence you spawned!!

(And yes, you did sound like this in the other thread)
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Xaser
 
 
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Post by Xaser »

I give up.

Also, what "other thread" do you mean?
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Post by HotWax »

The thread who's name I can't mention, lest I get mugged by two dozen Doom purists and anally raped.
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