GHOST

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Locked
User avatar
Xaeverion
Posts: 85
Joined: Tue May 15, 2007 4:18 am
Location: Singapore

GHOST

Post by Xaeverion »

Is there a way to specify what can hit a thing with the +GHOST flag? I'm trying to make a supernatural creature that can't be harmed with guns and rockets and stuff. The ZDoom wiki description was very vague.
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Post by Xaser »

The GHOST flag is actually used on both the projectile and the enemy. Any projectile with the GHOST flag set will pass right through any enemy with the GHOST flag set, as if it wasn't there. Add the flag to your rockets and your monster, and try it for yourself. :P

Not sure if it works on hitscans, though... does putting it on a weapon have the same effect? Might be worth a look-see.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

If anything, it would be the puff that determines if a hitscan attack would pass through an enemy, given it's the puff that determines virtually everything else.

That said, I haven't tried it to see if it works or not.
User avatar
Burning5eraphim
Posts: 32
Joined: Sat May 13, 2006 10:57 pm
Location: The cancerous eden.

Post by Burning5eraphim »

It does. I have a monster like that. Fun. :twisted:
User avatar
Xaeverion
Posts: 85
Joined: Tue May 15, 2007 4:18 am
Location: Singapore

Post by Xaeverion »

So the projectile must have the GHOST flag to become harmless to a GHOST monster? And I must add GHOST to a bullet puff to make it harmless to a GHOST monster?
User avatar
Burning5eraphim
Posts: 32
Joined: Sat May 13, 2006 10:57 pm
Location: The cancerous eden.

Post by Burning5eraphim »

No, the projectile must have the +THRUGHOST flag. With my hitscans I just use that flag in the weapon itself, not the puff. And it works fine.
User avatar
Xaeverion
Posts: 85
Joined: Tue May 15, 2007 4:18 am
Location: Singapore

Post by Xaeverion »

Considering my question is already answered, and it was revolving around DECORATE, I don't think there's anything wrong going away from the original topic.

I'm experiencing a funny problem with my DECORATE lump. I put this in:
Spoiler:
But they'll tell me line 28 is messed up cause the sprite names are longer than 4 characters. I removed line 28 to see what happens, but the line 29 that replaces 28 gives the same error.
User avatar
Zippy
Posts: 3302
Joined: Wed Mar 23, 2005 5:31 pm
Location: New Jersey

Post by Zippy »

Change this line

Code: Select all

SHTF A 2 A_FireBullets(5.6, 0, 7, 5, "BulletPuff") bright
to

Code: Select all

SHTF A 2 bright A_FireBullets(5.6, 0, 7, 5, "BulletPuff")
The BRIGHT keyword is supposed to come before the action function. What is happening with how you have put it afterwards makes the parser think that the BRIGHT is the sprite name of a new frame, but BRIGHT is clearly more than 4 characters long. Hence, the error.
Locked

Return to “Editing (Archive)”