[No] A_GotoIfMissileIsNot(missileid, state)

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A_GotoIfMissileIsNot(missileid, state)

Postby Doomguy0505 » Fri Jun 10, 2005 2:54 am

I mean like that doom 3 cyberdemon how only a certain thing can hurt it. And the other way around A_GotoIfMissileIs(missileid, state)
A_GotoIfMissileIsNot("SoulcubeMissile", See) or A_GotoIfMissileIs("BFGShot", See)
get the picture?
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Postby Graf Zahl » Fri Jun 10, 2005 4:00 am

Getting the picture but that's something that can't be done in DECORATE. For that you'd need something much more complex that simply doesn't exist.
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Postby Anakin S. » Fri Jun 10, 2005 11:07 am

Make the monster +INVULNERABLE and the weapon that kills it +FOILINVUL.
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Postby Graf Zahl » Fri Jun 10, 2005 11:25 am

You mean the projectile, don't you?
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Postby Anakin S. » Sat Jun 11, 2005 12:37 am

Yes, the projectile/puff actor.
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Postby skadoomer » Sat Jun 11, 2005 1:35 am

is acs capible of relaying who damaged an entity, or is this impossible to integrate as well?
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Postby Graf Zahl » Sat Jun 11, 2005 7:16 am

With the current tid system it is impossible. You'd have to rewrite significant portions of it - including a means to get detailed actor information from a tid.
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Postby skadoomer » Sat Jun 11, 2005 8:46 pm

Graf Zahl wrote: including a means to get detailed actor information from a tid.


I figured nothing like that was integrated into the flow of damage passing. However, since this requires a rewrite of the current system, its too much work for a questionable amount of gain.
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Postby Graf Zahl » Sun Jun 12, 2005 3:16 am

That's the problem at the moment.
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Postby pink » Sun Jun 12, 2005 6:45 am

All good things come with time however. I know Zdoom is a 1 man (well, somewhat 2. Graf does a lot to) so it takes awhile to get anything done, and things requiring a lot of work rarely are done. So I just good job with what's implemented so far and it'd be great to get any of these good sounding features put in, if it's not too much work.
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