Hitbox height property and enhanced NV glow flag

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Nevander
Posts: 2254
Joined: Mon Jan 06, 2014 11:32 pm

Hitbox height property and enhanced NV glow flag

Post by Nevander »

Two requests in one, hope that's ok... even though I'm pretty sure both are about to get No'd.

Regardless...

1) Control the height of a thing's hitbox for damage separately from the hitbox for world collision. This would, for example, allow you to properly give the Revenant the correct height for hitting them with weapons but still allow them to fit in 56 unit tall hallways so they wouldn't be stuck in geometry when attempting to change their normal height property. We have Height and DeathHeight and some others, why not HitboxHeight as well?

2) Control which things will glow when using the enhanced NV mode. According to an old post, monsters, projectiles and pickups glow but anything else does not. This does not take into account creating custom versions of pickups used to accomplish certain scripting effects (like a dummy version of a key that you can't take, both is otherwise identical to the one you can). I'm thinking a simple actor flag, like +ENVGLOW. This would simply force the glow effect on all frames of an actor. Not adding the flag would be default behavior of glowing if it's a monster, projectile or pickup. Adding the flag would force the glow regardless of what kind of thing it is.
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Rip and Tear
Posts: 187
Joined: Tue May 02, 2017 3:54 pm

Re: Hitbox height property and enhanced NV glow flag

Post by Rip and Tear »

There is already a property called ProjectilePassHeight which is similar to your first point.
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