Prevent Lost Soul Smoshing?

Discuss all aspects of editing for ZDoom.
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.

Prevent Lost Soul Smoshing?

Postby RV-007 » Tue Nov 15, 2011 12:29 am

How do I make a bunch of lost soul not hurt each other + turn against one another?
I'm talking about the A_SkullAttack/A_Recoil(-#), and how each lost soul tackles for 3 damage.

What I want to do is to prevent lost souls from (accidently) harming each other. I also want to know how to prevent lost souls from turning against one another and still turn against other monsters different from its species. So far, I only know that the actor flag '+NOINFIGHTING' works.

I will use this code to ensure that a 'Running of the Bulls' stampede (which includes recoiling demons) is done correctly (e.g. map05 of gangsta_grosse.wad). I don't want the demons to hurt each other nor turn against one another.
User avatar
RV-007
^NOOBS of MONOTONY
 
Joined: 02 Sep 2011
Location: Dying w/ civilization or living after it

Re: Prevent Lost Soul Smoshing?

Postby Ravick » Tue Nov 15, 2011 1:27 am

I believe there is no way to avoid the LS to hurt each other, unless u remade it's charging attack in other way then the A_SkullAttack.

But, for avoiding them o fight each other, I think the flags DONTHARMSPECIES or DONTHURTSPECIES will do what you want.
User avatar
Ravick
Do what thou wilt, since you don't bug the hell out of me!
 
Joined: 22 Aug 2010
Location: Tubarão, Brasil

Re: Prevent Lost Soul Smoshing?

Postby RV-007 » Tue Nov 15, 2011 6:11 am

The A_Recoil(-/+ #) statement seems to be a good subsitute for the A_SkullAttack statment (works for player classes as well), but I am not sure of its velocity compared to its A_SkullAttack counterpart. I think that the A_Recoil == A_SkullAttack/2 when it comes to velocity. The A_Recoil statement seems to do pretty well w/o the actor flags DONTHARMSPECIES or DONTHURTSPECIES as if it is the A_SkullAttack w/ the DONTHARMSPECIES or DONTHURTSPECIES (for non-explosion damage). Even with the initial/monster damage set (e.g. Damage 5), the A_Recoil manages to prevent a monster class from dealing damage to its own class.

Also, does anyone know the difference between DONTHARMSPECIES or DONTHURTSPECIES?
Last edited by RV-007 on Tue Nov 15, 2011 6:27 am, edited 2 times in total.
User avatar
RV-007
^NOOBS of MONOTONY
 
Joined: 02 Sep 2011
Location: Dying w/ civilization or living after it

Re: Prevent Lost Soul Smoshing?

Postby Xaser » Tue Nov 15, 2011 6:23 am

A_Recoil doesn't have vertical thrust. The makeshift souls won't be able to charge at you from above or below.
User avatar
Xaser
secretly a supercomputer being a government
 
Joined: 20 Jul 2003
Location: .plɹoʍɹǝʌǝu.

Re: Prevent Lost Soul Smoshing?

Postby RV-007 » Tue Nov 15, 2011 6:40 am

I think that the powerup of flight would be good enough, but at best, the lost souls would probably act more like a elevator than an aircraft.
A_Recoil equivalents of a single A_SkullAttack statement might need all three x, y, and z axis.
It was cool to crouch under a storm of lost souls though.
User avatar
RV-007
^NOOBS of MONOTONY
 
Joined: 02 Sep 2011
Location: Dying w/ civilization or living after it

Re: Prevent Lost Soul Smoshing?

Postby Xtyfe » Tue Nov 15, 2011 9:09 am

having the same problem as you, I have been thinking of some creative ways of getting around this possibly by changing the attack entirely
Xtyfe
 
Joined: 14 Dec 2007
Location: Kitchener, Ontario

Re: Prevent Lost Soul Smoshing?

Postby Xtyfe » Tue Nov 15, 2011 3:31 pm

I have almost replicated the attack of the lost soul, however I'm having trouble with it's charging bit. I have been using A_ChangeVelocity and A_ScaleVelocity but it will get stuck while trying to charge.

Code: Select allExpand view
Actor XtLostSoul : LostSoul replaces LostSoul
{
+QUICKTORETALIATE
+DONTHARMSPECIES
+VISIBILITYPULSE
+NOBLOOD
+DONTGIB
-CANUSEWALLS
Species Exploder
RenderStyle Translucent
MaxTargetRange 1024
States
   {
   Spawn:
      SKUL AB 5 Bright A_Look
      Loop
   See:
      SKUL AA 3 Bright A_Chase ("", "")
      SKUL A 3 Bright A_Chase ("Melee", "Missile")
      SKUL BB 3 Bright A_Chase ("", "")
      SKUL B 3 Bright A_Chase ("Melee", "Missile")
      Loop
   Missile:
      SKUL C 10 Bright A_FaceTarget
      TNT1 A 0 A_PlaySound ("skull/melee", CHAN_WEAPON)
      Goto Charge
   Charge:
      SKUL CD 4 Bright A_ScaleVelocity (3)
      Loop
   Melee:
      SKUL C 4
      SKUL D 4 Bright A_CustomMeleeAttack (Random(2,4)*5, "", "", "Kinetic")
      Goto See
   Pain:
      SKUL E 3 Bright
      SKUL E 3 Bright A_Pain
      Goto See
   Death:
      SKUL F 6 Bright
      SKUL G 6 Bright A_Scream
      SKUL H 6 Bright A_CustomMissile ("XtLostSoulExplosion")
      SKUL I 6 Bright A_NoBlocking
      SKUL JK 6
      Stop
   Raise:
      Stop
   }
}
Xtyfe
 
Joined: 14 Dec 2007
Location: Kitchener, Ontario

Re: Prevent Lost Soul Smoshing?

Postby RV-007 » Tue Nov 15, 2011 5:48 pm

I tried the A_Blast before but I don't think that works as a A_SkullAttack alternative w/o infighting/species-damage.
I can't say for the lost souls, but I am glad that the demons are charging like a stampede.
User avatar
RV-007
^NOOBS of MONOTONY
 
Joined: 02 Sep 2011
Location: Dying w/ civilization or living after it

Re: Prevent Lost Soul Smoshing?

Postby RV-007 » Thu Mar 08, 2012 12:11 am

There is also a http://www.zdoom.org/wiki/Actor_flags#SKULLFLY, but that is essentially the same as A_SkullAttack. A_Recoil and +SKULLFLY will make the equivalent of A_SkullAttack with the switch on the charging monster mode. I tried to make demons not infight, but it's nearly impossible b/c +DONTHARMSPECIES will only apply to prevent explosive damage from that monster species group/crew/brethren/brotha.
User avatar
RV-007
^NOOBS of MONOTONY
 
Joined: 02 Sep 2011
Location: Dying w/ civilization or living after it

Re: Prevent Lost Soul Smoshing?

Postby printz » Thu Mar 08, 2012 6:15 am

Does damagetype "lostsoul" and damagefactor "lostsoul", 0 (immunity to damage) work to make the lost souls not fight each other? Or will they still react as if it happens (like in classic Doom)?
User avatar
printz
Nothing can be shared from the desktop.
 
Joined: 26 Oct 2006
Location: Bucharest, Romania

Re: Prevent Lost Soul Smoshing?

Postby RV-007 » Thu Mar 08, 2012 6:57 am

I didn't try the class name of the actors yet, but I used a A_CustomMeleeAttack (5,"demon/melee","demon/melee",DemonBite,1), DamageType Demonbite, and DamageFactor Demonbite, 0. The demons looked like they were quarreling/kissing couples.
User avatar
RV-007
^NOOBS of MONOTONY
 
Joined: 02 Sep 2011
Location: Dying w/ civilization or living after it


Return to Editing

Who is online

Users browsing this forum: Yahoo [Bot], Yandex [Bot] and 3 guests