For example, a Baron of hell with 1000 hp should have 1500 with 1.5 in health factor just like in MonsterHealth in skill definations in MAPINFO.
It's more flexible.
UDMF Floating point values for Thing Health
Moderator: GZDoom Developers
Re: UDMF Floating point values for Thing Health
What does UDMF have to do with it? I don't even get what you're suggesting here.
EDIT: I get it now, but why not use DECORATE instead for an absolute value?
Or this:
EDIT: I get it now, but why not use DECORATE instead for an absolute value?
Or this:
Spoiler:
Re: UDMF Floating point values for Thing Health
because their max health depends on the 'MonsterHealth' factor in MAPINFO skill def.Lud wrote:What does UDMF have to do with it? I don't even get what you're suggesting here.
EDIT: I get it now, but why not use DECORATE instead for an absolute value?
Or this:Spoiler:
[Decorate Health] * [MonsterHealth Mapinfo] * [ThingHealth UDMF]
for example:
Decorate Health is 500
MonsterHealth is 1.5
and ThingHealth is 2.5
500 * 1.5 * 2.5 = 1875 HP
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: UDMF Floating point values for Thing Health
Crap. The implementation of this and the spec were totally different. God knows how many maps have used the broken definition so the only option is to make a new key, it's called 'HealthFactor'.
Re: UDMF Floating point values for Thing Health
I'm looking at this commit https://github.com/coelckers/gzdoom/com ... 9f78a91b56
And there's nothing changed about health property.
What new key, was it already added and what's the difference? The current "health" after that commit seems to work exactly as factor in relation to regular monster health...
(this is important for GZDB)
And there's nothing changed about health property.
What new key, was it already added and what's the difference? The current "health" after that commit seems to work exactly as factor in relation to regular monster health...
(this is important for GZDB)
Re: UDMF Floating point values for Thing Health
I think the new key in question was reverted.
https://github.com/coelckers/gzdoom/com ... aa42783c53
https://github.com/coelckers/gzdoom/com ... aa42783c53
Re: UDMF Floating point values for Thing Health
An imp has 60 health normally.
If you give it health 2, it'll be doubled to 120 health. If you give it health -2 it'll be made absolute and set to exactly 2 health. If you give it health 0 the monster will be killed when the level starts (can be useful to make a room full of corpses that an arch-vile gets to play with later).
There's no new key anymore, the healthfactor key didn't need to exist; the report causing it to temporarily exist came from someone using 1.5 which turned into 1 because it was an integer.
If you give it health 2, it'll be doubled to 120 health. If you give it health -2 it'll be made absolute and set to exactly 2 health. If you give it health 0 the monster will be killed when the level starts (can be useful to make a room full of corpses that an arch-vile gets to play with later).
There's no new key anymore, the healthfactor key didn't need to exist; the report causing it to temporarily exist came from someone using 1.5 which turned into 1 because it was an integer.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: UDMF Floating point values for Thing Health
When I was doing that thing I was already too tired and didn't realize there was a major misunderstanding about the data. The only change really needed here was to change the parameter from int to float. The rest was really just nonsense and removed when it was pointed out to me.FishyClockwork wrote:I think the new key in question was reverted.