A_CustomMeleeAttack bleed property

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Expand view Topic review: A_CustomMeleeAttack bleed property

Re: A_CustomMeleeAttack bleed property

by Xtyfe » Thu Feb 09, 2012 11:15 pm

randy wrote:So where would you suggest the blood spawn? Since melee attacks are simply calls to P_DamageMobj, there is no point of impact at which to spawn the blood as there is with a line attack. (Not that it can't be done; you're just the first person who has voiced a problem with the way melee attacks are.)
I have the gift of seeing things that people don't, im a picky person. I strive for perfection in what I do despite how small it might be.

I understand now why its not working, if there is solution to the problem then that's all i wanted to bring to attention.

Re: A_CustomMeleeAttack bleed property

by randi » Thu Feb 09, 2012 9:19 pm

So where would you suggest the blood spawn? Since melee attacks are simply calls to P_DamageMobj, there is no point of impact at which to spawn the blood as there is with a line attack. (Not that it can't be done; you're just the first person who has voiced a problem with the way melee attacks are.)

Re: A_CustomMeleeAttack bleed property

by Xtyfe » Thu Feb 09, 2012 9:06 pm

randy wrote:You sound quite disillusioned...
I'm sorry, i get frustrated easily.

Re: A_CustomMeleeAttack bleed property

by randi » Thu Feb 09, 2012 9:00 pm

You sound quite disillusioned...

Re: A_CustomMeleeAttack bleed property

by Xtyfe » Thu Feb 09, 2012 6:33 pm

NeuralStunner wrote:You'd have to throw the BLOODLESSIMPACT flag on it, and somehow spawn the blood yourself in the puff's XDeath state (which is entered if it hts a bleeding actor).

PUFFGETSOWNER, DONTHARMSPECIES, and [wiki]A_Explode[/wiki] (with full radius damage) can be used to make a species-friendly hitscan. (Bleeding issues, see above.)

Note that melee attacks are typically so short in range, hitting other monsters isn't an issue anyway. If you want a longer range attack and you're that worried about intra-species damage, use projectiles. They actually don't work too badly.
My tests with short range hitscans seem to be that they only work with a range of 64, or else the monster will try to do the attack without being close enough. Also it seems to be very possible for them to hit something else with it as i have replicated the behavior many times.

Just to make them bleed from close range attacks, I love that i gotta use such a hacky method to do something that should be simple, I love zdoom so much. Honestly i'm wondering if its even worth it to mod for zdoom anymore since its in development hell and it has so many problems hindering what i want to do.

Re: A_CustomMeleeAttack bleed property

by NeuralStunner » Thu Feb 09, 2012 1:57 pm

You'd have to throw the BLOODLESSIMPACT flag on it, and somehow spawn the blood yourself in the puff's XDeath state (which is entered if it hts a bleeding actor).

PUFFGETSOWNER, DONTHARMSPECIES, and [wiki]A_Explode[/wiki] (with full radius damage) can be used to make a species-friendly hitscan. (Bleeding issues, see above.)

Note that melee attacks are typically so short in range, hitting other monsters isn't an issue anyway. If you want a longer range attack and you're that worried about intra-species damage, use projectiles. They actually don't work too badly.

Re: A_CustomMeleeAttack bleed property

by Xtyfe » Thu Feb 09, 2012 8:38 am

ChronoSeth wrote:Use a damagetype on the puff...
the problem with this is that setting a damagefactor to 0.0 will still cause the attack to spawn blood on that actor.

Re: A_CustomMeleeAttack bleed property

by ChronoSeth » Tue Feb 07, 2012 10:38 pm

Use a damagetype on the puff...

Re: A_CustomMeleeAttack bleed property

by Xtyfe » Sat Feb 04, 2012 4:48 pm

Graf Zahl wrote:It's a completely different kind of attack. The player uses a short range hitscan attack. Monsters just damage their target.
So, in theory i could have them perform a short range hitscan attack as well to achieve the same effect.

Edit: Yep, that works very well and has the added benefit of being able to specify a range for it. :D
Edit2: Nevermind, I forgot that hitscans still don't like the species property :(

Re: A_CustomMeleeAttack bleed property

by Graf Zahl » Sat Feb 04, 2012 1:26 pm

It's a completely different kind of attack. The player uses a short range hitscan attack. Monsters just damage their target.

Re: A_CustomMeleeAttack bleed property

by Xtyfe » Fri Feb 03, 2012 2:15 pm

Ahh i see, so it wont generate actual blood like the players melee attacks. That's not inconsistent at all :p

Re: A_CustomMeleeAttack bleed property

by Blue Shadow » Fri Feb 03, 2012 2:11 pm

As far as I know, melee attacks only generate blood decals. And that's what the "bleed" parameter is for.

Re: A_CustomMeleeAttack bleed property

by Xtyfe » Fri Feb 03, 2012 2:02 pm

So something like this works just fine?

Code: Select all

	Melee:
		TNT1 A 0 A_PlaySound ("imp/swing", 6, 1, 0)
		TROO EF 5 A_FaceTarget
		TNT1 A 0 A_CustomMeleeAttack (5, "imp/melee", "", "Melee", 1)
		TROO G 10 A_FaceTarget
		Goto See
Must be my mod then, not sure what it is about using modified blood actors but something always messes up when you do.

Re: A_CustomMeleeAttack bleed property

by Blue Shadow » Fri Feb 03, 2012 1:58 pm

Working fine for me.

A_CustomMeleeAttack bleed property

by Xtyfe » Fri Feb 03, 2012 1:14 pm

Setting the bleed property of A_CustomMeleeAttack to 1 or true does not make targets bleed when attacked.

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