Simply put, like PainThreshold, except when the actor takes damage over the threshold they will always enter their pain state, bypassing pain chance unless the actor has the NOPAIN flag, or the damage source has PAINLESS.
This would be helpful for making strong attacks of any kind cause a monster to flinch without resorting to heaps of DamageTypes/PainTypes, while also bringing compatibility to attacks affected by DamageFactor changes (Like Powerups), and other people's weapon mods, say if you're making a monster replacement.
ForcePainThreshold actor property
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- NeuralStunner
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Re: ForcePainThreshold actor property
Initial reaction: Oh dear lord no, not more pain-related cruft.
After reading: Seems reasonable enough...
After reading: Seems reasonable enough...
- Graf Zahl
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Re: ForcePainThreshold actor property
I'm not going to touch this ever again. It's already complicated enough with all those flags and conditions.
Re: ForcePainThreshold actor property
Pain is a pain.
I wonder if some brave volunteer would be up for making a flowchart or other graph visualization for how the pain properties work somewhere on the wiki. Sadly, this is a serious suggestion.
I wonder if some brave volunteer would be up for making a flowchart or other graph visualization for how the pain properties work somewhere on the wiki. Sadly, this is a serious suggestion.