Standard Zdoom damage types

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DBThanatos
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Standard Zdoom damage types

Post by DBThanatos »

Nice, third topic in editing today :P

Anyway, one monster, should be immune to everything except one type of custom damage. I have made large tests and I have succesfully reduced all possible damage in Zdoom to 0, that is:

Code: Select all

	DamageFactor "normal" , 0.0		//any non custom damage 
	DamageFactor "Fire" , 0.0		//lots of hexen projectiles
	DamageFactor "Ice" , 0.0		//more hexen projectiles
	DamageFactor "Electric" , 0.0		//I believe is the arc of death. This one was mentioned in the maulotaur's code
	DamageFactor "Explosion" , 0.0		//Not sure, please correct me if Im wrong or if it doesnt exist
	DamageFactor "Disintegrate", 0.0		//strife
	DamageFactor "Extreme", 0.0		//I believe that's how is called please correct me if wrong
	DamageFactor "Poison", 0.0		//hexen
	DamageFactor "Railgun", 0.0		//I didnt know why my railgun was killing the mosnter, so i tried this and worked :D
	DamageFactor "Melee", 0.0		//I didnt know it was considered apart, but it is
	DamageFactor "BFGSplash", 0.0		//self explanatory
And I think those are all. Except that the "HolyMissile" (from the cleric's wraith verge, the main shot which fires the 4 ghosts) is still killing it. I checked the decorate of it, and it doesnt seems to have any custom damage type, at least not visible; I assume it is hardcoded or something. Anyone knows how is called or how to cancel it?

Also, am I missing any other regular zdoom damage types?

Thanks in advace.
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XutaWoo
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Re: Standard Zdoom damage types

Post by XutaWoo »

I haven't been able to download AEoD and I persume this is in it and the Wraithverge is in said mod.

If it isn't the Wraithverge and a gun uses Wraithverge graphics, you can just rename the sprites and the player will never encounter the Wraithverge itself unless they add graphics with the correct name.

If it is the Wraithverge, then have you tried "Holy", "Spirit", "Ghost", "Wraith", or "Undead"? namedef.h doesn't shed any light on the subject, sadly.

Of course, it might be hardcoded for the HolyMissile projectile to damage an actor no matter what; didn't the CrystalWand projectile do the same?
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Ethril
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Re: Standard Zdoom damage types

Post by Ethril »

Well the [wiki=Classes:HolySpirit]HolySpirit[/wiki] actor (the ghosts themselves) has +RIPPER and +FOILINVUL. Could that be the problem?
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Graf Zahl
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Re: Standard Zdoom damage types

Post by Graf Zahl »

Shit!

After seeing this thread I realized that there's a serious bug in the damage type system. DamageFactor "Normal" is supposed to protect against all types of damage that don't have a specific factor assigned. Otherwise it will never properly work.

So in your case, the proper method would have been to specify

DamageFactors "Normal", 0
DamageFactors "AllowedDamageTypeForThisMonster", 1.0 or whatever

except that it won't work in older revisions.

Fixed in the SVN. I know that this may cause some problems with a few WADs relying on this bug but the current way just can't remain. It's essentially a broken feature.
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DBThanatos
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Re: Standard Zdoom damage types

Post by DBThanatos »

Awesome! So, if I put this:

DamageFactor "Normal" 0.0
DamageFactor "Fire" 0.5
DamageFactor "Killer" 1.0

Means that will get full damage from "killer", only half from "fire" and none from all the others?
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Xaser
 
 
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Re: Standard Zdoom damage types

Post by Xaser »

Yes, though when you say "all the others", that's true only if those are the only three damage types you have (which judging from your first post, they are not).

To clarify, the "Normal" DamageFactor will affect any attack that doesn't have any DamageType assigned to it at all. Thus, if you have those three plus an additional "Lightning" damagetype, if omitted from the DamageFactor list, all attacks that do "Lightning" damage will default to normal damage (1.0). So essentially you can omit the "Killer" definition as well and it would still work like you describe, basically.

I'm hoping that made sense. ;P
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Medricel
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Re: Standard Zdoom damage types

Post by Medricel »

Xaser wrote:To clarify, the "Normal" DamageFactor will affect any attack that doesn't have any DamageType assigned to it at all. Thus, if you have those three plus an additional "Lightning" damagetype, if omitted from the DamageFactor list, all attacks that do "Lightning" damage will default to normal damage (1.0). So essentially you can omit the "Killer" definition as well and it would still work like you describe, basically.
Well, given what Graf said in his post (as well as his example), it seems like that was the buggy behavior for damagetypes.
Graf Zahl wrote:"Normal" is supposed to protect against all types of damage that don't have a specific factor assigned.
(Underlined for emphasis)
Since he specifically mentioned the unassigned damage factors, not types, Normal damage is just a catch-all for anything that isn't specified by the monster.

Though that brings me to the question -- what about if you only want attacks with no type to damage the monster? Would "None" be used?
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Re: Standard Zdoom damage types

Post by Graf Zahl »

No, that can't be done. But that's a case that really is not important. Some internal stuff has damage types a user normally would not consider. One attack in Hexen, for example, has a specific damage type for the sole reason that Centaurs get damaged more by it. I think it's better to make 'normal' a catch-all for all unspecified types.

In a case like this you will know which other damage types exist and explicitly protect against them.
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