Projectile rip amount

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Projectile rip amount

Postby Duducrazy » Fri Feb 05, 2010 9:14 pm

i know there's already a way to make a railgun attack rip through only a few monsters instead of everyone, but isn't there a flag like this one, for projectiles? if not, then, could someone possibly add it?
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Re: Projectile rip amount

Postby Graf Zahl » Sat Feb 06, 2010 3:22 am

You mean the amount of ripping steps it performs before it dies? Sure, that sounds like a useful idea. I'll see what can be done.
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Re: Projectile rip amount

Postby InsaneFury » Sat Feb 06, 2010 7:05 am

Perhaps this would be conceivable through a health-amount and pain state for projectiles?

If on 'rip', the Projectile would take a fixed amount of damage, this could work. And furthermore, if the Projectile could enter a Pain state (when one's defined), it'd allow for custom effects when it ' rips' through something (i.e. spawn blood, change the projectile appearance, etc).
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Re: Projectile rip amount

Postby Michaelis » Tue Feb 09, 2010 1:37 am

Something like that can be done by making a -RIPPER projectile spawn another -RIPPER in front of it when it hits an actor.
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Re: Projectile rip amount

Postby Ryan Cordell » Sun Aug 29, 2010 1:48 am

Sorry for the bump, but is there still any interest in this feature? (It was either bumping or posting a duplicate feature suggestion :p) Considering there might be a use for it right now it'd be nice to be able to limit how many times a projectile would rip through an actor (or at least, how many times it deals damage).
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Re: Projectile rip amount

Postby Kate » Sun Aug 29, 2010 1:55 am

Control over the damage ratio by something other than per tic is really needed, so I'm supporting this. I might look into it myself if nobody else decides to.
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Re: Projectile rip amount

Postby Enjay » Sun Aug 29, 2010 4:18 am

Yeah, ripping projectiles are cool and can be used very well but the lack of control over the damage they do is a severe limiting factor.

With a regular projectile you have the possibility of setting the damage so that you create something with enough damage to gib the player in one hit right down to one that merely tickles him when it hits him and you have many, many subtle steps in between those two extremes. With a ripping projectile doing so much damage, you have a very small range of values to tailor the damage with before it becomes excessive for most uses and even a damage value of 1 can deal a fairly hefty amount and be too much in some circumstances.
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Re: Projectile rip amount

Postby NeuralStunner » Sun Aug 29, 2010 3:45 pm

I think this was related more to making a ripper "die" after dealing a certain number of damage steps.

As for affecting the actual damage dealt, I'm not sure what could be done aside from an overhaul of the Health/Damage system to use Fixed/Floats instead of Integers.
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Re: Projectile rip amount

Postby Enjay » Sun Aug 29, 2010 3:51 pm

Yes, I think that you are correct about the original request/suggestion. However, I took from Pink Silver's comment that perhaps ripper damage as a whole might be something that could also be considered.
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Re: Projectile rip amount

Postby NeuralStunner » Sun Aug 29, 2010 3:55 pm

Enjay wrote:However, I took from Pink Silver's comment that perhaps ripper damage as a whole might be something that could also be considered.
So, perhaps an option of how many tics to have between damage steps? I know Eriance has mentioned FastProjectile Rippers doing a lot more than <Damage> per tic... This would certainly help with that I think.
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Re: Projectile rip amount

Postby Ryan Cordell » Sun Aug 29, 2010 4:24 pm

I was more thinking of some float/int where you could determine how many times the ripper was allowed to damage the actor. But we can wait on this one.
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