[UDMF] Linedefs that block hitscans?

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Expand view Topic review: [UDMF] Linedefs that block hitscans?

Re: [UDMF] Linedefs that block hitscans?

by NeuralStunner » Sat Aug 24, 2013 3:30 pm

You can make a +SHOOTABLE object with a low [wiki=Actor_properties#ProjectilePassHeight]ProjectilePassHeight[/wiki]. This will allow rockets/plasma/whatever through, but not hitscans.

Re: [UDMF] Linedefs that block hitscans?

by DoomRater » Fri Aug 23, 2013 9:38 pm

I'm cool with just being able to make a bunker where I can shoot rockets from a platform and I can't be sniped by a chaingun back. This can help tip the power back to projectiles in places where hitscans used to be king.

Re: [UDMF] Linedefs that block hitscans?

by Graf Zahl » Fri Aug 09, 2013 5:47 pm

The check for 3DMidtex's is done in completely different places than the checks for the other flags. So in order to restrict their effect to the mid texture you'd have to add exclusion code to many, many places and then have to add special checks to the 3DMidtex code. It'll cause more problems than it's really worth.

Re: [UDMF] Linedefs that block hitscans?

by Xaser » Fri Aug 09, 2013 5:04 pm

That definitely monkey-wrenches its usefulness -- well, the usefulness of 3DMidtex, really, since the feature gap still persists.

When you say the hitscan trace code "doesn't work" like that, what exactly do you mean? That it doesn't know of 3dMidtex's existence at all? I understand if it needs additional code to even check for that case, at which point support for it is basically a new feature request.

Re: [UDMF] Linedefs that block hitscans?

by NeuralStunner » Fri Aug 09, 2013 3:01 pm

It will presumably block across the entire height of the line, like the other blocking flags.

Re: [UDMF] Linedefs that block hitscans?

by cocka » Fri Aug 09, 2013 2:52 pm

No. That's not how the hitscan trace code works.
OK then, what will be the correct behaviour?

Re: [UDMF] Linedefs that block hitscans?

by Graf Zahl » Fri Aug 09, 2013 2:36 pm

Xaser wrote:A quick question: If combined with the 3DMidtex flag, will the hitscan blocking property apply only to the area occupied by the texture? If so, that'd alleviate a lot of recent mapping headaches (with ZDCMP2 in particular -- we had to use transparent 3D floors as a hackaround!).
No. That's not how the hitscan trace code works.

Re: [UDMF] Linedefs that block hitscans?

by cocka » Fri Aug 09, 2013 2:00 pm

will the hitscan blocking property apply only to the area occupied by the texture?
I think so. It wouldn't make sense if the whole wall-face blocked the hitscan bulletpuffs. Let alone the projectiles.

Re: [UDMF] Linedefs that block hitscans?

by Xaser » Fri Aug 09, 2013 1:36 pm

A quick question: If combined with the 3DMidtex flag, will the hitscan blocking property apply only to the area occupied by the texture? If so, that'd alleviate a lot of recent mapping headaches (with ZDCMP2 in particular -- we had to use transparent 3D floors as a hackaround!).

Re: [UDMF] Linedefs that block hitscans?

by Graf Zahl » Fri Aug 09, 2013 1:27 pm

UDMF property 'blockhitscan' and flag for Line_SetBlocking.

Re: [UDMF] Linedefs that block hitscans?

by cocka » Fri Aug 09, 2013 1:08 pm

I've found that:
Added ML_BLOCKHITSCAN line flag.
But how can it be used? Will it be a flag in [wiki]Line_SetBlocking[/wiki] instead of railing or just an acs function or just an udmf property?

Re: [UDMF] Linedefs that block hitscans?

by Graf Zahl » Fri Aug 09, 2013 12:27 pm

Now there is.

Re: [UDMF] Linedefs that block hitscans?

by cocka » Sun Aug 04, 2013 4:13 am

I know this request is two years old. But is there a way to set lines blocking hitscans since then? :?:

[UDMF] Linedefs that block hitscans?

by Nash » Tue May 24, 2011 1:15 pm

Can we have a linedef flag that blocks hitscans only? "Block everything" seems to block hitscans, so I assume there's already code to block hitscans...

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