Damage types for mdk command
Moderator: GZDoom Developers
Damage types for mdk command
Adding a damage type parameter to the mdk command would be helpful in quickly and easily testing death by different damage types. It could simply be "mdk fire" or "mdk crush".
- Player701
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Re: Damage types for mdk command
Seconding this, sounds quite useful for testing.
- Lord Misfit
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Re: Damage types for mdk command
Thirding this, not sure why I never thought about this in the past.
Re: Damage types for mdk command
That would be nice.
- The Zombie Killer
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Re: Damage types for mdk command
I'd find this very useful as well.
Last edited by The Zombie Killer on Wed Jun 17, 2015 6:54 am, edited 2 times in total.
Re: Damage types for mdk command
A way to specify if it should gib or not would be nice as well.
Re: Damage types for mdk command
Assuming damagetypes go in, you could use mdk extreme to gib stuff. (The "extreme" damage type always gibs.)
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Re: Damage types for mdk command
I believe also the 'kill' command should get the damage type (it's easy with monsters/specific actors, but what about the suicide? won't be there a possibility that 'kill Normal' will kill a possible actor called 'Normal'?)
- NeuralStunner
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Re: Damage types for mdk command
Kill would need a new version, I think. (TypeKill? Meh.)
Re: Damage types for mdk command
Maybe `kill self` for suicide?
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Re: Damage types for mdk command
Sadly you can create a monster called 'self':
So it won't work unless you, in the c++ source, add 'self' as a keyword or make it refer to the caller.
[edit] Or else, create a new command of the type "killself [damagetype]".
Code: Select all
ACTOR self { +ISMONSTER }
[edit] Or else, create a new command of the type "killself [damagetype]".
- The Zombie Killer
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Re: Damage types for mdk command
I reckon "suicide [damagetype]" would be a better name for it.
Last edited by The Zombie Killer on Wed Jun 17, 2015 6:54 am, edited 1 time in total.
- The Zombie Killer
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Re: Damage types for mdk command
Just thought I'd bump this thread with this:
I made a mini-project of sorts that adds a new "mdk2" command.
You just use it like you'd expect, for example, to kill an enemy with the "Fire" damagetype, just use "mdk2 fire".
It's written in C, so unless you know how to compile GDCC code, the source won't be of much use to you (but it's included anyway).
EDIT: Why the hell not, have a regular ACS version (GDCC libraries conflict with each other at the moment, so this one is safer to autoload):
I made a mini-project of sorts that adds a new "mdk2" command.
You just use it like you'd expect, for example, to kill an enemy with the "Fire" damagetype, just use "mdk2 fire".
It's written in C, so unless you know how to compile GDCC code, the source won't be of much use to you (but it's included anyway).
EDIT: Why the hell not, have a regular ACS version (GDCC libraries conflict with each other at the moment, so this one is safer to autoload):
- Major Cooke
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Re: Damage types for mdk command
You should really put this up to git. 'Cuz this got in thanks to being on git just fine.