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Oh, wow, so this is how we get damagetype-specific pain and death states; it simply checks the actor's current damagetype before before jumping to the related state? Some things are making more sense now.Graf Zahl wrote:The real problem here is that any damaging attack transfers its damage type to its victim. This is needed to handle damage type specific actions.
Graf Zahl wrote:The real problem here is that any damaging attack transfers its damage type to its victim. This is needed to handle damage type specific actions. As a result the barrel will lose its own damage type. This is an inherent limitation of how Doom works. Sorry about it.
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