by Xaser » Tue May 23, 2017 12:07 am
I posted a
rather silly thread just earlier about a trouble spot I'm having: namely, I'm using Transfer_Heights for a rising lava effect (for performance's sake, as it's a software-compatible project) and can't figure out a good way to kill the player without resorting to dropping literal hundreds of sector action things all over the map (it's a very complex area).
SectorDamage seemed like the right solution, since it can be applied to the Transfer_Heights destination sector and will damage the player when they're ""underwater"", but that's still a no-go since the rising lava means that I need to apply the tag to sectors that aren't yet submerged -- SectorDamage then kills players who come in contact with the ground. Welp.
Hence this suggestion: a SectorDamage flag to disable damage via ground contact, effectively restricting damage to ""underwater""-only. Would much prefer this (or some other sane engine feature) to hacks or zillion-things-insanity.
I posted a [url=https://forum.zdoom.org/viewtopic.php?f=3&t=56557]rather silly[/url] thread just earlier about a trouble spot I'm having: namely, I'm using Transfer_Heights for a rising lava effect (for performance's sake, as it's a software-compatible project) and can't figure out a good way to kill the player without resorting to dropping literal hundreds of sector action things all over the map (it's a very complex area).
SectorDamage seemed like the right solution, since it can be applied to the Transfer_Heights destination sector and will damage the player when they're ""underwater"", but that's still a no-go since the rising lava means that I need to apply the tag to sectors that aren't yet submerged -- SectorDamage then kills players who come in contact with the ground. Welp. :P
Hence this suggestion: a SectorDamage flag to disable damage via ground contact, effectively restricting damage to ""underwater""-only. Would much prefer this (or some other sane engine feature) to hacks or zillion-things-insanity.