[Fixed] Lineblocking: BLOCK_EVERYTHING doesn't block ever...

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Expand view Topic review: [Fixed] Lineblocking: BLOCK_EVERYTHING doesn't block ever...

by randi » Thu Aug 07, 2003 8:44 pm

Ultraviolet wrote:Well, what I was talking about is wanting a way to get an invisible wall that does NOT block monster sight, but can't be attacked through and blocks splash damage.
That's how I've got it now.

by Enjay » Thu Aug 07, 2003 3:01 pm

The problem with walls that do not block monster sight, but do block attacks is that unlike the player who would see a monster through the wall, maybe try a shot and realise it wasn't getting through then move on, a monster would see the player and then keep on launching attacks against the impassible wall.

I know that already exists with block everything, but because of that I don't think the monster sight thing is all that important. There are other ways of waking up a monster (noise) which would be more effective anyway. ie the monster would hear, but not see you, and would therefore mill around trying to reach the player, but would not constantly launch attacks against a barrier.

I think that a simple invisible sector blocking things is going to be a better solution for those kind of cases anyway.

Block everything blocking the rail gun, blast and scratch damage does make sense if possible (esp the rail IMO).

by Ultraviolet » Thu Aug 07, 2003 2:41 pm

Well, what I was talking about is wanting a way to get an invisible wall that does NOT block monster sight, but can't be attacked through and blocks splash damage.

by HotWax » Thu Aug 07, 2003 2:23 pm

Ultraviolet wrote:To make it so that "block everything" blocks a monster's line of sight as well would fix all that because if they can't see you they can't attack you, but the player would still be able to see the monster... unfair advantage.
Changing the way the line type works in this manner would break compatibility with older ZDoom wads. If you want linetypes that are similar but do different things, ask for a completely new type or an argument (OFF by default) that would modify the given type.

Also, you can already achieve invisible walls that block monster sight (as well as everything else), so there's really no need.

by Ultraviolet » Wed Aug 06, 2003 5:06 pm

To make it so that "block everything" blocks a monster's line of sight as well would fix all that because if they can't see you they can't attack you, but the player would still be able to see the monster... unfair advantage.

Re: Lineblocking: BLOCK_EVERYTHING doesn't block everything?

by kn » Wed Aug 06, 2003 4:04 pm

randy wrote:
kn wrote:Bug?
Probably. I wasn't thinking of those cases when I added it, but it makes sense that they should be blocked.
Hm, now I just added a few fences and now scratching / explosion damage make sense again. Guess we need both types. :?

by Xaser » Wed Jul 30, 2003 9:04 pm

You could probably change it to make it behave just like it was a regular wall. This will stop the Railgun shots, archvile attack, close range attacks, and BFG cone, though the radius damage from pockets will still come through (I think).

Re: Lineblocking: BLOCK_EVERYTHING doesn't block everything?

by randi » Wed Jul 30, 2003 6:18 pm

kn wrote:Bug?
Probably. I wasn't thinking of those cases when I added it, but it makes sense that they should be blocked.

by kn » Wed Jul 30, 2003 4:37 pm

HotWax wrote:Erm... All blocking lines, whatever they block, block ACTORS (Enemies, player, projectiles). They are NOT used when determining whether an enemy is close enough to scratch you, and are NOT used when calculating explosion radiuses. This is not a bug, it's a feature.
If it is a feature, I don't like it. When standing behind a glass wall, logic provides that a player can't be scratched. Well, I guess I need a new
option:

SetLineBlocking(lineid,BLOCK_ABSOLUTELY_EVERYTHING);

<g>

by Guest » Wed Jul 30, 2003 4:30 pm

Ultraviolet wrote:You could put in a buffer-sector (will keep the player from getting close enough to get scratched, but the rocket explosions will still be an issue) as a temporary fix, if you'd like. If there's trouble tracking this one down you might want to just settle for a quick fix like that.
Yeah,already did that before, but to prevent DBCR (death by cyberdemon rocket :wink: ) the buffer sector has to be 128 units, which is too big :cry:

by Xaser » Wed Jul 30, 2003 3:09 pm

Cyb wrote:actually now that I think about it, block_everything lines also don't block the railgun, which probably is a bug but I dunno?
Okay, I think that's a bug. There's no way to prevent the other 4 (close attacks, explosions, vile attack, and bfg cone) from going through, but the railgun should be stopped. The Block_everything can stop bullets, why not railgun shots?

by Cyb » Wed Jul 30, 2003 3:03 pm

Xaser wrote:Yeah, the 3 things that can go through Block Everything lines are:
1: Close range attacks
2: Rocket explosions
3: Arch-vile attack.
AFAIK, there's no real way to prevent this, except the buffer sector.
yes, and the bfg cone, that's because those attacks are not actors but based on a radius or the position of another actor and in the case of melee attacks damage is applied directly to the target as long as it is within range.

actually now that I think about it, block_everything lines also don't block the railgun, which probably is a bug but I dunno?

by Hirogen2 » Wed Jul 30, 2003 2:08 pm

Xaser wrote:Yeah, the 3 things that can go through Block Everything lines are:
1: Close range attacks
2: Rocket explosions
3: Arch-vile attack.
AFAIK, there's no real way to prevent this, except the buffer sector.
4. possibly BFG blasts (not the shot, but... you know)

by Xaser » Wed Jul 30, 2003 10:30 am

Yeah, the 3 things that can go through Block Everything lines are:
1: Close range attacks
2: Rocket explosions
3: Arch-vile attack.
AFAIK, there's no real way to prevent this, except the buffer sector.

by HotWax » Wed Jul 30, 2003 10:24 am

Erm... All blocking lines, whatever they block, block ACTORS (Enemies, player, projectiles). They are NOT used when determining whether an enemy is close enough to scratch you, and are NOT used when calculating explosion radiuses. This is not a bug, it's a feature.

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