CANCRUSH state keyword / Flag

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Re: CANCRUSH state keyword / Flag

by NeuralStunner » Tue May 26, 2015 5:31 pm

edward850 wrote:Honestly, I thought that's what +TOUCHY did already. :P

+TOUCHYTOSECTORS?
Under the circumstances, I vote for "CRUNCHY". :P

Re: CANCRUSH state keyword / Flag

by Onar4241 » Tue May 26, 2015 5:15 pm

edward850 wrote:Honestly, I thought that's what +TOUCHY did already. :P

+TOUCHYTOSECTORS?
Whatever does what I want is needed so I say yes to "TOUCHYTOSECTORS" flag.

Re: CANCRUSH state keyword / Flag

by edward850 » Tue May 26, 2015 2:58 am

Honestly, I thought that's what +TOUCHY did already. :P

+TOUCHYTOSECTORS?

Re: CANCRUSH state keyword / Flag

by Xaser » Tue May 26, 2015 2:12 am

Yeah, re-reading this again, a flag that allows actors to be insta-killed+insta-crushed would indeed be handy for special cases like this (or "destructible objects" in general). [Not needed] isn't accurate.

Re: CANCRUSH state keyword / Flag

by Xeotroid » Mon May 25, 2015 2:03 pm

So how about making the flag cause the actor die instantly and go to Crush state afterwards when a door touches it? Or just bypass the death, just make it detect the door (dead monsters can do it, so why not other actors) and if it does, go to Crush state.

Re: CANCRUSH state keyword / Flag

by Arctangent » Mon May 25, 2015 1:52 pm

Onar4241 wrote:Now that I think of it, how can monsters get crushed then? They are shootable.
Put a living monster under a door. Now close the door.

Afterwards, kill it, and close the door again.

Re: CANCRUSH state keyword / Flag

by Onar4241 » Mon May 25, 2015 10:36 am

Now that I think of it, how can monsters get crushed then? They are shootable. I found a workaround by using the SOLID flag, but on "tall corpses", I can't pass through them, so I used the THRUACTORS flag and everything is working as expected. Except that doors can not crush the corpse.

Re: CANCRUSH state keyword / Flag

by Gez » Sun May 24, 2015 2:09 pm

That'll work for crushing them under damaging crushers, but not for squishing them under closing doors or other non-damaging sector movements.

Re: CANCRUSH state keyword / Flag

by Xeotroid » Sun May 24, 2015 10:06 am

You could give the actor a very high sensitivity to crush damage type and then use a Death.Crush state to get it to work. Try something like this, though I don't know if it works:

Code: Select all

ACTOR WhyNotBoth : Eldunari
{
  DamageFactor "Crush", 20.0
  //other properties
  States
  {
  //spawn code etc.

  Death.Crush: //death when crushed
    GIBS ABCD 1
    GIBS E -1
    Stop
  Death: //normal death by guns or something
    LAMP FG 1
    LAMP H -1
    Stop
  }
}

Re: CANCRUSH state keyword / Flag

by Onar4241 » Sun May 24, 2015 8:41 am

So I suppose shootable corpses that crush under crushers will never be possible.

Re: CANCRUSH state keyword / Flag

by edward850 » Sat May 23, 2015 4:36 pm

Not really, no. If the actor isn't dead, they have no business going anywhere near crush actions, including the state.

Re: CANCRUSH state keyword / Flag

by Onar4241 » Sat May 23, 2015 2:29 pm

Graf Zahl wrote:The problem is that being crushable by doors and being shootable are mutually exclusive properties.
For being shootable an actor's health needs to be positive and for being crushable it needs to be non-positive. (0 or negative.)
That is why I need that state keyword/flag added in the game so it excludes the health check.

Re: CANCRUSH state keyword / Flag

by Graf Zahl » Sat May 23, 2015 3:21 am

The problem is that being crushable by doors and being shootable are mutually exclusive properties.
For being shootable an actor's health needs to be positive and for being crushable it needs to be non-positive. (0 or negative.)

Re: CANCRUSH state keyword / Flag

by Leonard2 » Sat May 23, 2015 3:16 am

He probably set 0x7FFFFFFF health or something like that to make the corpse shootable.
Did you try giving it a Pain.Crush state?

Re: CANCRUSH state keyword / Flag

by Xaser » Fri May 22, 2015 4:26 pm

If I'm understanding Graf correctly, this should indeed be possible, i.e. there's probably something else wrong in the OP's DECORATE code. Best to post it to make sure.

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