The problem/bug is that while most of my monsters are put into the Pain.GravityHP state the way they should, but it seems certain monsters which have their 'DamageFactor "Normal"' set to below "1" aren't even being forced into their pain states. I commented out these on the monsters and they went into pain states upon getting hit by the 0 damage projectiles again like all other monsters. For some reason, FastProjectiles inflicting 0 damage on monsters with their "normal" damagefactor set below 1 will never make said monsters go into their pain state even if the projectile has +FORCEPAIN set.
Is this a bug, or is it intentional behavior? Because I'd really like to know for sure.

Code for testing [since the wad this is in is way too big to break things down directly for a file right now].
Following code is the Gravity-Spell's projectile itself. Add this, and use summon or so to shoot if you need to for testing
Code: Select all
actor GravityHPBall : FastProjectile
{
Damage (0)
+PIERCEARMOR
+FORCERADIUSDMG
+FORCEPAIN
+NODAMAGETHRUST
+CANNOTPUSH
+NOTIMEFREEZE
RenderStyle Add
DamageType "GravityHP"
Alpha 0.0
Speed 255
Radius 6
Height 8
FastSpeed 255
SeeSound "null"
DeathSound "null"
States
{
Spawn:
TNT1 A 0
TNT1 A 4
loop
Death:
TNT1 A 0
TNT1 A 0 A_PlaySound("monster/diagra")
TNT1 A 0 bright A_SpawnItem("DiabloistGravityHPTargeter")
stop
}
}
Code: Select all
Pain.GravityHP:
TNT1 A 0 ACS_ExecuteAlways(71,0,0,0,0) // or you can replace the ACS_execute with your own action that you believe will best help you to determine they have entered the pain state, since you won't have the ACS script itself for the testing here.
Goto See
And for any monster you want to test this out on, also add "damagefactor "normal" [somevalue under "1"]", and it should hopefully emulate the bug I think is here. You can also remove it to see if the projectile will work properly afterwords too. o.o
EDIT: Also, I was told 256 on Painchance was overflow, so I fixed that to 255, but it still didn't really change anything.
EDIT #2: CRAP. It's not just "FastProjectile" based attacks. Normal Projectiles are also falling prey to this bug/problem. o.o