PUFFGETSDAMAGE flag for puffs

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Cacodemon345
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PUFFGETSDAMAGE flag for puffs

Post by Cacodemon345 »

What the title says. Basically the puff would set the damage of itself.
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Graf Zahl
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Re: PUFFGETSDAMAGE flag for puffs

Post by Graf Zahl »

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.
Cacodemon345
Posts: 419
Joined: Fri Dec 22, 2017 1:53 am
Graphics Processor: ATI/AMD (Modern GZDoom)
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Re: PUFFGETSDAMAGE flag for puffs

Post by Cacodemon345 »

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.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
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Location: Germany

Re: PUFFGETSDAMAGE flag for puffs

Post by Graf Zahl »

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.
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