by FDARI » Thu Feb 02, 2012 7:20 am
Graf states very clearly that
---
DamageFactors "Normal", 0
DamageFactors "AllowedDamageTypeForThisMonster", 1.0 or whatever
---
means that the only damage type that does damage is "AllowedDamageTypeForThisMonster", while all other types are caught by the "Normal" type, and he says that he updated the code to make it actually work that way. While it is explained/asserted otherwise at locations in the thread, the aggregate of anecdotes, guesses, zdoom updates, assertions, corrections and counter-corrections is that "Normal" applies to any damage type that does not have a specific factor assigned.
You can always create a test (an actor that receives damage only from fire -- DamageFactor "Fire", 1.0 -- DamageFactor "Normal", 0 -- , a weapon that does fire damage and a weapon that does ice damage - and a fist or similar generic damage source to test untyped damage).
Graf states very clearly that
---
DamageFactors "Normal", 0
DamageFactors "AllowedDamageTypeForThisMonster", 1.0 or whatever
---
means that the only damage type that does damage is "AllowedDamageTypeForThisMonster", while all other types are caught by the "Normal" type, and he says that he updated the code to make it actually work that way. While it is explained/asserted otherwise at locations in the thread, the aggregate of anecdotes, guesses, zdoom updates, assertions, corrections and counter-corrections is that "Normal" applies to any damage type that does not have a specific factor assigned.
You can always create a test (an actor that receives damage only from fire -- DamageFactor "Fire", 1.0 -- DamageFactor "Normal", 0 -- , a weapon that does fire damage and a weapon that does ice damage - and a fist or similar generic damage source to test untyped damage).