THRUTYPE Flag

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Expand view Topic review: THRUTYPE Flag

by LilWhiteMouse » Mon Feb 19, 2007 6:31 pm

Vaecrius wrote:Can't you flag it +noclip to begin with and then change it later?
That only works for projectiles that will travel before hitting their target. If the projectile is capable of impacting almost after launch it obviously doesn't work very well as it'll pass through the target before it has a chance to "arm".

by Matt » Mon Feb 19, 2007 6:25 pm

Can't you flag it +noclip to begin with and then change it later?

by LilWhiteMouse » Mon Feb 19, 2007 2:09 pm

Does anyone know of any hacks to fake the ghost flags effect? For one of my projectiles, I toggle noclip on until it's had enough time to clear the parts. It's fine as a ranged only effect, but I need something else that works at point blank range as well.

by HotWax » Thu Jan 25, 2007 12:46 pm

Sounds great.

by Graf Zahl » Wed Jan 24, 2007 12:38 pm

Yes, that should work.

by StrikerMan780 » Wed Jan 24, 2007 12:10 pm

Hotwax, you can't have variables on a flag in that form, but maybe this would work:

Code: Select all

ACTOR ProjectileThingy
{
Radius 8
Height 8
Damage 10
GhostType "Car"
+THRUGHOST
}
That would make it so that the projectile with the +THRUGHOST flag would only go through a certain class with the +GHOST Flag.

This could be used in other ways too, even on the Object with teh +GHOST flag, so that NOTHING can hit the object except the Class specified, maybe.

by HotWax » Thu Jan 18, 2007 5:10 pm

Two people here have mentioned being limited by only having one GHOST flag. Not to derail the idea here, because I think it's a good one, but as a separate suggestion, what about an extension to the GHOST "flag" (now a property I guess) that let's you specify a custom GHOST type. A matching THRUGHOST property would flag projectiles that could fly through that type of GHOST.

Example:

Code: Select all

+GHOST Car

Code: Select all

+THRUGHOST Car
Items with the +THRUGHOST Car flag/property could pass through items with the Car property, however items with a different type (or none) could not.

This should allow for maximum flexibility because then you could have a number of different types that interact with each other (or not).

Or could this be an extension of the custom damage types system?

by Xaser » Thu Jan 18, 2007 4:03 pm

I remember looking desperately for a similar function for an exploding car for a random test of mine. It spits out large amounts of flames before exploding, but since it hasn't exploded yet I wanted the car to still block the player. Because of this, the emitting flames (projectiles so they'd fly out a bit) wouldn't go anywhere since they spawned inside the still-solid car. I finally resorted to using the ghost flags but that means that I can't use them anywhere else without getting some odd effects.

So basically, I support this feature and would put it to good use. :P

by Nash » Thu Jan 18, 2007 3:14 pm

I also thought of this awhile ago but never got around to requesting it.

THRUTYPE Flag

by LilWhiteMouse » Thu Jan 18, 2007 11:55 am

How about a flag similar to THRUGHOST/GHOST combo that allows projectiles to pass through same type actors and inheretitors that fired it.

My problem is I have stacked actors; legs, torso, and turret. I don't want the turret projectiles to impact on the torso and legs if it fires to low, and vice versa. With my proposed flag, I could simply have each part inherit from a parent actor, and give them and their projectiles the flag.

I can't use the ghost flags because I'm already using them for friendly monsters.

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