Self/RadiusDamageFactor support for PowerProtection
Moderator: GZDoom Developers
- Major Cooke
- Posts: 8175
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Self/RadiusDamageFactor support for PowerProtection
Just as the title implies. While it's not difficult to implement on the scripting side, it's a matter of circumstances to restore damagefactors to how they were after the powerup expires. One cannot simply just restore it to the previous setting in the event there are two that modify the properties at once. Since protection stacking is multiplicative, caution must be taken to ensure they are mixed properly.
So this would most likely be best done inside ApplyDamageFactors or something similar.
So this would most likely be best done inside ApplyDamageFactors or something similar.
Re: Self/RadiusDamageFactor support for PowerProtection
How is it that for hundreds of people, the modding features that exist are just fine, or they only need one or two additional features at most per 4 months or so... but every waking moment that you touch the engine you need 2 or 3 per week, at least?
You've engaged yourself into a very annoying habit here.
You've engaged yourself into a very annoying habit here.
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: Self/RadiusDamageFactor support for PowerProtection
Uh... Is "no" an appropriate answer? I have to agree with Rachael here and besides, I have no idea what I am supposed to add here.
- Arctangent
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Re: Self/RadiusDamageFactor support for PowerProtection
Wouldn't it make far more sense for AbsorbDamage and ModifyDamage to include the inflictor and source, anyway? Then not only would this be more easily handled via scripting, but it'd also allow stuff like reducing a powerup's effectiveness against other players without having to have a player version of every damage type that players have access to.
Re: Self/RadiusDamageFactor support for PowerProtection
I really like this way of thinking, better. It's solving problems from a top-down perspective rather than bottom-up - allowing far more flexible and generic solutions and avoiding this barrage of hacks altogether.Arctangent wrote:Wouldn't it make far more sense for AbsorbDamage and ModifyDamage to include the inflictor and source, anyway? Then not only would this be more easily handled via scripting, but it'd also allow stuff like reducing a powerup's effectiveness against other players without having to have a player version of every damage type that players have access to.
- Graf Zahl
- Lead GZDoom+Raze Developer
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- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Self/RadiusDamageFactor support for PowerProtection
That's most definitely better here than creating a significant mess.
- Major Cooke
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Re: Self/RadiusDamageFactor support for PowerProtection
Wouldn't that cause mod incompatibilities with left-out parameters? Don't get me wrong, I've been DYING for source and inflictor on powerup things like ModifyDamage but incompatibility is a big concern.
- phantombeta
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Re: Self/RadiusDamageFactor support for PowerProtection
That's what the versioning system is there for. This has been done before, too, with the "Die" virtual.Major Cooke wrote:Wouldn't that cause mod incompatibilities with left-out parameters? Don't get me wrong, I've been DYING for source and inflictor on powerup things like ModifyDamage but incompatibility is a big concern.
Edit: Or maybe not even that. Seems you don't even need explicit versioned changes if the parameter is optional.
- Major Cooke
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Re: Self/RadiusDamageFactor support for PowerProtection
Okay, that makes things MUCH simpler. THAT I can program in myself.