[No] +SLIMEDAMAGE

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+SLIMEDAMAGE

Postby Major Cooke » Wed May 30, 2012 5:56 am

Actors that can be hurt, coupled with this flag, are capable of taking damage from slime/hellslime/super hellslime sectors just like the player is if they don't have the ironfeet powerup.

I know, it's possible to modify existing maps to have monsters hurt from SectorDamage, but I wanted to make it a bit easier than having to open up the maps and creating ACS scripts for every one of them/giving sector tags...
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Re: +SLIMEDAMAGE

Postby Gez » Wed May 30, 2012 6:11 am

The big obstacle is that these two different types of damaging floors work completely differently. Normal sector damage is based on a function named PlayerInSpecialSector(), which is only called when a player is in a special sector. SectorDamage, on the other hand, works on every actor in the sector (as appropriate depending on flags used), but only when it is called.

Even A_CheckTerrain only works when it is specifically called.
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Re: +SLIMEDAMAGE

Postby Graf Zahl » Wed May 30, 2012 6:20 am

Even worse, since monster AI doesn't know anything about damaging sectors this will only result in very dead monsters very quickly.
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Re: +SLIMEDAMAGE

Postby Gez » Wed May 30, 2012 8:18 am

Well, kinda like crushers.
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Re: +SLIMEDAMAGE

Postby Graf Zahl » Wed May 30, 2012 9:12 am

Except that crushers don't do damages permanently. Monsters can get through them unhurt and they block passage for some intervals. But a damaging floor would just be considered free passage by the monster AI.
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Re: +SLIMEDAMAGE

Postby NeuralStunner » Wed May 30, 2012 11:50 am

A SectorDamage script works well enough for me. (Using 3D liquids, deep enough that they won't try to step in... But they can be kicked in, which is awesome.)
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