GetExplosionFalloff(actor target, damage, distance, full radius distance)
All it does is calculate how much damage would be done to a target based on falloff, based on distance from the calling actor to the target. I suggest this because the radius explosion code seems to perform quite a few calculations which would be best suited for staying in the engine. It's basically a harmless version of A_Explode for one actor.
GetExplosionFalloff()
Moderator: GZDoom Developers
- Major Cooke
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Re: GetExplosionFalloff()
Did you forget what you added, Cooke?
[EDIT] Ah didn't read Cooke's OP date, woops my bad
[EDIT] Ah didn't read Cooke's OP date, woops my bad
Last edited by Nash on Thu Jul 25, 2019 4:39 am, edited 1 time in total.
Re: GetExplosionFalloff()
This is a very old thread.
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Re: GetExplosionFalloff()
I could stop doing these bumps if they're going to cause confusion or annoyance. In the end, nobody told me to do this, anyway.
- Graf Zahl
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Re: GetExplosionFalloff()
If you want to scan through the forum to weed out the slack, I think it'd be preferable to allow you to move them yourself.
Re: GetExplosionFalloff()
Hey, if you wanna help out with these things, I am *NOT* going to look a gift horse in the mouth. It's very much appreciated!Blue Shadow wrote:I could stop doing these bumps if they're going to cause confusion or annoyance. In the end, nobody told me to do this, anyway.
Good idea.Graf Zahl wrote:If you want to scan through the forum to weed out the slack, I think it'd be preferable to allow you to move them yourself.
Thus, it is done. Now you have topic tagging access, Blue Shadow, and you should be able to move things to Closed with a tag.