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unknownna wrote:But I noticed that grenades don't explode upon contact with explosive barrels, but instead, simply bounce off them. Using a WAD that Spleen gave me, which replicates the Skulltag grenade launcher in ZDoom, indicates that it works the same way there (GZDoom 323 & ZDoom 2.5.0).
From testing, it seems that grenades are hard-coded to explode upon contact with actors that have the '+SOLID' or '+SHOOTABLE' flag in addition to the '+ISMONSTER' one defined in them. So if you add the '+ISMONSTER' flag to the barrels, the grenades will explode upon contact.
unknownna wrote:IMHO, having grenades exploding upon contact with explosive barrels makes more sense than having them destroy them, then bounce off them, as they currently do. It'd be like removing the 'ISMONSTER' flag from monsters, e.g. 'ZombieMan'. The grenades would harm them upon contact (and probably kill them) and then simply bounce off them.
Gez wrote:So make it a two out of three thing? SOLID MONSTER, SOLID SHOOTABLE, SHOOTABLE MONSTER?
Or just go for SOLID SHOOTABLE and forget the ISMONSTER test?
unknownna wrote:SOLID MONSTER and SHOOTABLE MONSTER is the current behavior. SOLID SHOOTABLE would make grenades explode upon hitting destructible decorative actors, such as the explosive barrel. Since not all SOLID and SHOOTABLE actors are monsters.
SOLID SHOOTABLE definitely sounds like the most reasonable choice, unless it would break anything, of course.
CaptainToenail wrote:I experienced all sorts of bouncing bugs with Dodgeball Doom. Balls getting stuck in sloped floors and moving sectors, balls desyncing, sometimes they would even snag on a wall and 'wall-run'.
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