Custom pain chances and suppress pain state

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Re: Custom pain chances and suppress pain state

by Jimmy » Sat Jan 05, 2008 6:53 am

Vaecrius wrote:
jimmy91 wrote:EDIT: Oops, year bump. :P Guess I should clear forums I don't read more often. :roll:
You do realize the two posts above yours are less than a week old right?
Yeah, I was just hinting that this topic wasn't replied to since last year. :P

Re: Custom pain chances and suppress pain state

by skadoomer » Fri Jan 04, 2008 9:54 pm

Not sure about the custom painchances, but...
thats all well and good, but painchance.sometypeofpain (value) still returns an error. Its one of my highest sought after features because it can be used to track who damages an actor when tied in with custom damage types and scripting.

Re: Custom pain chances and suppress pain state

by Matt » Fri Jan 04, 2008 8:25 pm

jimmy91 wrote:EDIT: Oops, year bump. :P Guess I should clear forums I don't read more often. :roll:
You do realize the two posts above yours are less than a week old right?

Re: Custom pain chances and suppress pain state

by Jimmy » Fri Jan 04, 2008 5:29 pm

Not sure about the custom painchances, but:

Code: Select all

SuppressPain:
  POSS A 0 A_ChangeFlag("NOPAIN",1)
  Goto Ready
EDIT: Oops, year bump. :P Guess I should clear forums I don't read more often. :roll:

Re: Custom pain chances and suppress pain state

by Nash » Mon Dec 31, 2007 1:49 pm

I'm wondering the same thing too. What happened?

Re: Custom pain chances and suppress pain state

by skadoomer » Mon Dec 31, 2007 12:49 pm

Any chance we can get an update of whether this feature will be officially in or out? Its been 6 months later where still being mislead that this feature is done (perhaps a wiki edit is in order in the meantime).

by Nash » Mon Jun 11, 2007 11:03 am

Is this implemented yet? Although I see it in the changelogs, it doesn't seem to be working (spits out a DECORATE error).

Or is all this due to the reorganizing of the parser files?

by Graf Zahl » Fri May 25, 2007 6:09 am

No. Not tested yet.

by Nash » Fri May 25, 2007 6:06 am

Not commited yet? :(

by Anakin S. » Fri May 25, 2007 3:14 am

Thank you, Graf. I'm glad you could do it.

by Nash » Thu May 24, 2007 12:38 pm

No pain no gain. ;)

This is awesome. Thanks Graf.

by Graf Zahl » Thu May 24, 2007 8:04 am

Done. Pain chances can be specified per damage type now. If a specific pain chance is set this will override the default. The default painchance will be used for all damage types that don't have a custom pain chance.

For the other request I added a new flag 'NOPAIN'. If this is set the actor won't ever enter the pain state. Use A_ChangeFlag to set/clear it.

by Anakin S. » Wed May 23, 2007 8:57 pm

Or you could make a centaur killer that is a rapid fire weapon that causes monsters to never enter their pain states so you can kill centaurs in Hexen with ease. If they don't go into their pain states, they won't raise their shields.

by Nash » Wed May 23, 2007 1:07 am

I need this for my RPG.

For example, if this is implemented, I can create a monster that's weak against fire to always enter its pain state when you throw a fire attack to it (and maybe print a message telling the player "it's super effective!").

by Tormentor667 » Mon Apr 09, 2007 10:42 am

I like this idea quite alot!

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