[Fixed] Dead things always become passable

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Expand view Topic review: [Fixed] Dead things always become passable

by Risen » Thu Jan 22, 2004 11:19 am

Breakable decorations are better for new implementations, so I'll do that for new projects. But at least now the older conversions that counted on this aren't affected. (even though infinitely tall actors may be needed)

by Ultraviolet » Sun Jan 18, 2004 8:21 am

Whoops, forgot to think about that one. Should start going to bed early.

You could always script the light pole to spawn a seperate broken light pole on death.

by Graf Zahl » Sun Jan 18, 2004 5:35 am

And what should that accomplish?

by Ultraviolet » Sun Jan 18, 2004 12:24 am

Shouldn't you be able to define two objects, a fixed and a broken light pole, and set the light pole's death sequence's last frame to the first frame of the broken pole?

by randi » Sat Jan 17, 2004 10:56 pm

Fixed, although you still probably won't like it. Whenever anything dies in Doom, its height is always reduced to 1/4th the height it had before its death, so the lamp will only be 10 units tall, and players can still walk on top of it. You will have to either enable infinitely tall actors or go ZDoom-only and use a breakable DECORATE item that overrides the normal death height.

by Risen » Tue Jan 13, 2004 4:13 pm

It was part of a larger project... I pulled the important parts out and dropped them in a WAD. Find a standard light pole, run into it, shoot it, then you can run through it. (MBF again behaves as desired)

by randi » Tue Jan 13, 2004 2:52 pm

Please post your patch here.

Dead things always become passable

by Risen » Tue Jan 13, 2004 2:47 pm

I'm working with DeHackEd on a light pole that is shootable. It should stay blocking after you 'kill' it. This would normally be accomplished by simply NOT using the code pointer that shuts blocking off. None of my frames have any pointers attached, but once it is 'dead' it is passable.

I tested my DeHackEd patch under MBF and it works as intended.

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