[No] PUFFGETSDAMAGE flag for puffs

Moderator: Developers

PUFFGETSDAMAGE flag for puffs

Postby Cacodemon345 » Wed Dec 05, 2018 11:10 pm

What the title says. Basically the puff would set the damage of itself.
Cacodemon345
 
Joined: 22 Dec 2017
Discord: Cacodemon345#9151

Re: PUFFGETSDAMAGE flag for puffs

Postby Graf Zahl » Thu Dec 06, 2018 2:16 am

Cacodemon345 wrote:What the title says.



Here's what it says to me:

?????


You need to be a) a little more informative and b) at least tell us what this is supposed to achieve.
To me this sounds like some hack workaround for a problem that can most likely be solved without it.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: PUFFGETSDAMAGE flag for puffs

Postby Cacodemon345 » Thu Dec 06, 2018 2:46 am

Graf Zahl wrote:You need to be a) a little more informative and b) at least tell us what this is supposed to achieve.
To me this sounds like some hack workaround for a problem that can most likely be solved without it.

a) Currently hitscan attacks does not pass damage to the spawned puffs. Make the hitscan attacks pass damage to puffs and,
b) This flag would allow for hitscan/railgun attack damage to be passed to puffs. Mods would use this to spawn projectiles from puffs and pass damage to them without the need to needlessly write extra ZScript puff actors with the damage pre-setted.
Cacodemon345
 
Joined: 22 Dec 2017
Discord: Cacodemon345#9151

Re: PUFFGETSDAMAGE flag for puffs

Postby Graf Zahl » Thu Dec 06, 2018 3:39 am

Here's a hint: If you want to perform low level actions, do not use the high level function interface. Actor.LineAttack already gives you all the information you need to do this.
This is a pure hack feature that will cause long terrm problems.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany


Return to Closed Feature Suggestions

Who is online

Users browsing this forum: No registered users and 2 guests