[Fixed] "kill monsters" doesn't always work

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"kill monsters" doesn't always work

Postby SargeBaldy » Sat Jan 10, 2004 3:35 am

i noticed playing claustrophobia that "kill monsters" only deals a certain amount of damage to all monsters rather than kill them outright. the boss at the end is tough enough to take 2 "kill monster"s to die. wouldn't it make more sense to just call something to kill all the monsters rather than deal them all a bunch of damage so this kind of stuff doesn't happen? or at least double the amount of damage dealt..
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Postby Cutmanmike » Sat Jan 10, 2004 5:28 am

I noticed this, but having a monster with such huge health shouldn't need to be killed that easy. Just use it multiple times
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Re: "kill monsters" doesn't always work

Postby Graf Zahl » Sat Jan 10, 2004 5:32 am

SargeBaldy wrote:i noticed playing claustrophobia that "kill monsters" only deals a certain amount of damage to all monsters rather than kill them outright. the boss at the end is tough enough to take 2 "kill monster"s to die. wouldn't it make more sense to just call something to kill all the monsters rather than deal them all a bunch of damage so this kind of stuff doesn't happen? or at least double the amount of damage dealt..



I think the better solution would be to use the maximum of 10000 and the monster's current health to preserve the current effect as good as possible. I noticed this, too, yesterday because I played a WAD which had a boss with over 15000 health points which didn't die with one 'kill monsters'.
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Postby Enjay » Sat Jan 10, 2004 7:36 am

Kill monsters used to kill all monsters, but now it does not affect dormant ones. Not complaining, because I know this is by design, just mentioning seeing as how it seems mildly relevant.
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Postby HotWax » Sat Jan 10, 2004 11:47 am

If kill monsters couldn't deal more damage than the current health of the monster it was killing, then the monster wouldn't gib when it died.
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Postby Graf Zahl » Sat Jan 10, 2004 4:12 pm

HotWax wrote:If kill monsters couldn't deal more damage than the current health of the monster it was killing, then the monster wouldn't gib when it died.



Of course. See my suggestion for this problem.
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Postby Matt » Sat Jan 10, 2004 8:03 pm

What about making the affected monsters go into their exploding, or if there isn't one, death animation instead of dealing with health at all?
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Postby HotWax » Sat Jan 10, 2004 8:51 pm

Graf Zahl wrote:Of course. See my suggestion for this problem.


Oops, I read your post wrong. I thought you were saying to take away the health of the monster, or 10000 points, whichever is lower. (Which doesn't make sense in any case) :P

Vaecrius wrote:What about making the affected monsters go into their exploding, or if there isn't one, death animation instead of dealing with health at all?


That might screw up various ACS scripts which rely on health to do something, and any internal functions that look at the health of a Thing without paying attention to its current state. (And for all I know, there might be no actual state and the entire game considers HP <= 0 to mean death)
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Postby Chris » Sat Jan 10, 2004 9:53 pm

Why not just deal the thing its current HP + max HP + 1(to ensure explosion) in damage?
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Postby Bio Hazard » Sat Jan 10, 2004 10:06 pm

Chris wrote:ensure explosion


you guys are so violent! :D
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Postby Giest118 » Sat Jan 10, 2004 10:07 pm

Why do you need the explosion anyway? Isn't just having the monsters dead good enough for you?
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Postby Graf Zahl » Sun Jan 11, 2004 5:25 am

HotWax wrote:(And for all I know, there might be no actual state and the entire game considers HP <= 0 to mean death)



You guessed exactly right. health<=0 is the primary check for dead monsters. Of course you can reduce the health to a negative value manually and then call the Die method explicity but killing monsters has always been done by damaging them so I guess it should stay that way. I never bothered to check whether some part of the code actually requires it.
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Postby Xaser » Sun Jan 11, 2004 9:56 am

explosion > death*1000
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Postby Graf Zahl » Sun Jan 11, 2004 11:09 am

Xaser wrote:explosion > death*1000



What's the meaning behind this? For Doom purposes this doesn't make sense! 8-)
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Postby Xaser » Sun Jan 11, 2004 1:36 pm

I'm trying to say that 1 explosive death is better than 1000 normal deaths. Yeah, I'm exaggerating, but who cares?
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