Skulltag's (onoez) Reflection powerup type

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Expand view Topic review: Skulltag's (onoez) Reflection powerup type

Re: Skulltag's (onoez) Reflection powerup type

by Graf Zahl » Sun Feb 26, 2017 8:47 am

Added, sort-of. The implementation was shit and wasted a lot of potential. It makes far more sense to actually use the damage factors as intended and read them in P_DamageMobj instead of caching just one value and using that for everything.

Re: Skulltag's (onoez) Reflection powerup type

by Ryan Cordell » Sat Apr 13, 2013 3:31 pm

Saw the final post a bit late, but whatever. Deciding to get off my lazy arse, I'm putting up the patch for PowerReflect that's been stagnating in ToB for far too long.

The code is, for all intents and purposes, horrible like nobody's business and most likely doesn't reflect more than one damagefactor.. but I'll let other people test that out for me, see if it works.
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Re: Skulltag's (onoez) Reflection powerup type

by Blox » Sun Jan 13, 2013 10:26 am

It might be an idea to add in Damagetype properties to it that would affect the final reflected value. (So Powerup.Strength * DamageType)

Re: Skulltag's (onoez) Reflection powerup type

by Ryan Cordell » Sun Jan 13, 2013 9:46 am

Well, CF_REFLECTION as a flag is unused in the ZDoom source, so I'll see to backporting it from Zandronum somehow. I'll probably go with the OP suggestion though, to avoid mucking with PowerProtection.

Re: Skulltag's (onoez) Reflection powerup type

by Ghastly » Mon Apr 30, 2012 7:09 pm

NeuralStunner wrote:This would be a great thing to have, though I would consider whether it would be better as a special mode for PowerProtection. (Removed damage being returned to the attacker.) This way, one could reflect only the DamageTypes that the powerup covers.
As long as Powerup.Strength could be used to define how much you want to reflect, that'd be awesome.

Re: Skulltag's (onoez) Reflection powerup type

by NeuralStunner » Mon Apr 30, 2012 1:56 pm

This would be a great thing to have, though I would consider whether it would be better as a special mode for PowerProtection. (Removed damage being returned to the attacker.) This way, one could reflect only the DamageTypes that the powerup covers.

Re: Skulltag's (onoez) Reflection powerup type

by Gez » Mon Apr 30, 2012 11:34 am

"not just other players" != "not on other players" :p

Re: Skulltag's (onoez) Reflection powerup type

by Apothem » Mon Apr 30, 2012 11:14 am

Ghastly_dragon wrote:I just tested it, and it does work on monsters, not just other players.
Strange, I remember my first encounters with this pickup were in MP. It was being used in an actual SkullTag match too! :shock:

Skulltag's (onoez) Reflection powerup type

by Ghastly » Mon Apr 30, 2012 11:04 am

Since Skulltag is open-source, could we backport the Reflection powerup type (returns a certain amount of damage taken to what damaged you)? If so, could we possibly use powerup.strength to determine how much damage you return (Powerup.Strength 0.5 to return 50% of the damage, for example)? I just tested it, and it does work on monsters, not just other players.

An optional "it would be great to have" thing, the ability to set an obituary (But yeah, probably too much trouble)?

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