Property: resist [projectileclass],[percent]

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Expand view Topic review: Property: resist [projectileclass],[percent]

by Matt » Mon Feb 19, 2007 2:06 am

sweeeeet

One thing, though: +LOWGRAVITY is apparently unrecognized o_O

by sirjuddington » Mon Feb 19, 2007 1:25 am

by ant1991331 » Mon Feb 19, 2007 12:01 am

Cutmanmike wrote:sex
lol you a crazy man...
Graffy wrote:They are already implemented (for 3.5 months to be precise) but Randy doesn't appear to see the need for a new release...
Awww =( that would help me much if there was a new release

by Cutmanmike » Sun Feb 18, 2007 3:58 pm

sex

by Matt » Sun Feb 18, 2007 2:48 pm

Cutmanmike wrote:The sooner the better. More chance of a GZdoom update to fix that horrible a_explode bug.
Slayer was nice enough to compile exactly that :D

by Cutmanmike » Sun Feb 18, 2007 9:31 am

The sooner the better. More chance of a GZdoom update to fix that horrible a_explode bug.

by Graf Zahl » Sun Feb 18, 2007 7:30 am

They are already implemented (for 3.5 months to be precise) but Randy doesn't appear to see the need for a new release...

by ant1991331 » Sun Feb 18, 2007 5:55 am

Hmm... that's good too, would that mean there will be custom damage types?

by Graf Zahl » Sun Feb 18, 2007 5:46 am

This will be implemented as a resistance to specific damage types, but not as resistance to specific projectile types.

Property: resist [projectileclass],[percent]

by ant1991331 » Sun Feb 18, 2007 4:18 am

OK it's like this...... (e.g)

I picked up a weapon from a mutant-type monster that they created themselves, I try to use it against them, only finding out that they die at the same rate I would...
What if I go to my DECORATE lump, goto this monster, and give him a property of "resist MutantProjectile, 1.0", now the mutant-type monster will only take 1% of the damage any other monster would from the weapon I try to use against them that they made themselves.

Make sense?

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