I don't know i'm trying some things, sorry, what I mean with purple is that you can see that hitowner is not colored
i was planning to do a projectile fired after a melee attack (from the enemy) that bounce on the shield and hits the enemy who fired it. But i don't know how to do a projectile do damage to his owner
"Parry" mechanic ((Sort of fixed))
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Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
Re: "Parry" mechanic (Help)
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Last edited by Niphura on Wed Feb 06, 2019 8:52 am, edited 2 times in total.
- Matt
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Re: "Parry" mechanic (Help)
I'm assuming you're using some kind of program that automatically parses Decorate (and *maybe* ZScript). I'm not familiar with them because I just use regular text editors for this stuff, but +HITOWNER is very new and may not be recognized by the program.
Please read about the flags for a bit. +HITOWNER is unfortunately named and does not behave the same way as the other +HIT* flags.
Reading up about the action functions will be very helpful as well.
Please read about the flags for a bit. +HITOWNER is unfortunately named and does not behave the same way as the other +HIT* flags.
Reading up about the action functions will be very helpful as well.
Re: "Parry" mechanic (Help)
I'm using Slade
Re: "Parry" mechanic (Help)
I've managed to make a similar effect, the enemy melee hits and it launches a invisible projectile with a custom damage type (that doesn't hurt the player if he doesn't cover with the shield and the enemy melee hits him) when the player covers the projectile bounces and hits the enemy, sending him to a custom pain state (stunned state).
The only problem that i've found is that when you're very close to the enemy the projectile doesn't reflects, it explodes and causes no damage at all, so you have to take a step back and then it works.
The only problem that i've found is that when you're very close to the enemy the projectile doesn't reflects, it explodes and causes no damage at all, so you have to take a step back and then it works.
Last edited by Niphura on Wed Feb 06, 2019 8:51 am, edited 1 time in total.
- Matt
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Re: "Parry" mechanic (Help)
sounds like a feature... opponent managed to close in past the shield 

Re: "Parry" mechanic ((Sort of fixed))
All projectiles are destroyed instantly if there is no room for them on spawn.
Re: "Parry" mechanic ((Sort of fixed))
I didn't know that...do you know a way so they don't explode?
- Matt
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Re: "Parry" mechanic ((Sort of fixed))
Why not just A_SpawnItemEx a shootable actor that isn't a projectile?
EDIT: A while ago I wrote this tutorial for a lingering directional shield. A parry is basically the same thing except the shield only lasts a few ticks.
EDIT: A while ago I wrote this tutorial for a lingering directional shield. A parry is basically the same thing except the shield only lasts a few ticks.