I see that a ripper projectile does a lot more damage if it passes trough overlapping actors. I've made some small damage ripper projectiles for testing, and one of them was able to instant kill dozens of overlapping cyberdemons.
I don't think this is the intended behavior, since it may bug mods with monsters that continuously spawns secondary actors inside or somehow overlapping itself.
Well, just reporting.
Ripper projectiles X Overlapping targets
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Re: Ripper projectiles X Overlapping targets
Do you have an example that is actually practical? Under normal circumstances, you'll never have more than one cyberdemon in the same physical location, so it's irrelevant if it the actor damage tracking fails when the ripper is inside more than one in the same location.
Re: Ripper projectiles X Overlapping targets
Well, just in my own mod. "/
I know it will not change just because one mod (that is not even released yet), I was just reporting.
First time I've noted it was with in-fights between monsters of this species I've made: http://www.mediafire.com/?2e1bm55pytkcg0j (Its the 'slaughterous'. Now I've solved it by making a custom damage and used damage factor.) They spawns an actor that spawns 'shield actors' constantly, so the projectile passes trough them, the shields and the shield generators at the same time.
They also spills a lot more blood when passing trough more then one bleeding actor at the same time.
But I guess modders could handle this by making custom damages and using damage factor anyway.
As I said, just reporting
I know it will not change just because one mod (that is not even released yet), I was just reporting.
First time I've noted it was with in-fights between monsters of this species I've made: http://www.mediafire.com/?2e1bm55pytkcg0j (Its the 'slaughterous'. Now I've solved it by making a custom damage and used damage factor.) They spawns an actor that spawns 'shield actors' constantly, so the projectile passes trough them, the shields and the shield generators at the same time.
They also spills a lot more blood when passing trough more then one bleeding actor at the same time.
But I guess modders could handle this by making custom damages and using damage factor anyway.
As I said, just reporting

- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49230
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Ripper projectiles X Overlapping targets
fixed
This was actually far easier than expected: Instead having a single pointer to track which object got ripped last, make this variable a TMap so that it can track as many actors as needed.
This was actually far easier than expected: Instead having a single pointer to track which object got ripped last, make this variable a TMap so that it can track as many actors as needed.