by Void Weaver » Wed May 29, 2019 9:05 am
Well, currently I have use a row of A_Explode calls indeed:
Code: Select all
<...>
A_JumpIfInventory("AuraLevel",6,"DarknessLevel6")
A_JumpIfInventory("AuraLevel",5,"DarknessLevel5")
A_JumpIfInventory("AuraLevel",4,"DarknessLevel4")
<...>
DarknessLevel5:
A_Explode(1,256,XF_NOSPLASH,0,256);
DarknessLevel4:
A_Explode(1,128,XF_NOSPLASH,0,128);
DarknessLevel3:
A_Explode(1,64,XF_NOSPLASH,0,64);
DarknessLevel2:
A_Explode(1,32,XF_NOSPLASH,0,32);
DarknessLevel1:
A_Explode(1,16,XF_NOSPLASH,0,16);
<...>
But since damage source is monster's
aura leveling actor with dynamic growing dynlight radius, I consider calls of different A_Explode as placeholder. I. e. I want to use only 1 damage function, damage value inside of which takes into account pointerless distance from center of its source to any abstract actor within its dynlight(or sound) radius.
Caligari87 wrote:A_Explode already has damage falloff, why not use that?
Yeah, but I dunno its progression formula and seems there is no way to precise handle it, so I don't want use it blindly. Or I am wrong about this?
Well, ofc I can define a lot of A_Explode calls with checks for dynlight*(its level) but I whant to achieve the same effect without ladder of checks for A_Explode's or another damage function. Something like:
Code: Select all
A_Explode(1*CountInv("AuraLevel")*<(dynlight_radius)/(proximity_to_dynlight_source_distance)>,<dynlight_radius>)
OR
Code: Select all
A_Explode(1*CountInv("AuraLevel")*<(sound_audibility_max_distance)/(sound_attenuation)>,<sound_audibility_max_distance>)
Caligari87 wrote:Why do you keep writing "f-tion" in place of "function"?
Sorry, it's my habit to shorten a some words, but in my native language a similar shortens are quite acceptable. Thank you, I'll try to avoid so stupid usage further.
Well, currently I have use a row of A_Explode calls indeed:
[code]
<...>
A_JumpIfInventory("AuraLevel",6,"DarknessLevel6")
A_JumpIfInventory("AuraLevel",5,"DarknessLevel5")
A_JumpIfInventory("AuraLevel",4,"DarknessLevel4")
<...>
DarknessLevel5:
A_Explode(1,256,XF_NOSPLASH,0,256);
DarknessLevel4:
A_Explode(1,128,XF_NOSPLASH,0,128);
DarknessLevel3:
A_Explode(1,64,XF_NOSPLASH,0,64);
DarknessLevel2:
A_Explode(1,32,XF_NOSPLASH,0,32);
DarknessLevel1:
A_Explode(1,16,XF_NOSPLASH,0,16);
<...>[/code]But since damage source is monster's [url=https://forum.zdoom.org/viewtopic.php?f=124&t=64858]aura leveling actor[/url] with dynamic growing dynlight radius, I consider calls of different A_Explode as placeholder. I. e. I want to use only 1 damage function, damage value inside of which takes into account pointerless distance from center of its source to any abstract actor within its dynlight(or sound) radius.
[quote="Caligari87"]A_Explode already has damage falloff, why not use that?[/quote]Yeah, but I dunno its progression formula and seems there is no way to precise handle it, so I don't want use it blindly. Or I am wrong about this?
Well, ofc I can define a lot of A_Explode calls with checks for dynlight*(its level) but I whant to achieve the same effect without ladder of checks for A_Explode's or another damage function. Something like:[code]A_Explode(1*CountInv("AuraLevel")*<(dynlight_radius)/(proximity_to_dynlight_source_distance)>,<dynlight_radius>)[/code]OR[code]A_Explode(1*CountInv("AuraLevel")*<(sound_audibility_max_distance)/(sound_attenuation)>,<sound_audibility_max_distance>)[/code]
[quote="Caligari87"]Why do you keep writing "f-tion" in place of "function"?[/quote][i]Sorry, it's my habit to shorten a some words, but in my native language a similar shortens are quite acceptable.[/i] :oops: [i]Thank you, I'll try to avoid so stupid usage further.[/i]