[Fixed] Kickback in P_DamageMobj

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
User avatar
Eevee
Posts: 592
Joined: Wed Jul 16, 2003 5:26 am
Contact:

Post by Eevee »

I am now determined to post something vaguely relevant here.

Would it be possible, once the custom weapon code is added, to control the amount of thrust a projectile/hitscan shot can apply? It makes sense to me that not all weapons would knock enemies back the same, and has potential use in, say, a gun that does little or no damage but knocks enemies back quite a bit.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

There is a factor in the weapon stucture for this so to a certain extent it can be controlled.
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Post by Xaser »

Heh. An "Airgun" would be cool. It does no damage but pushed back enemies a far distance and uses no ammo. Now only if you could make it so the enemies get hurt on impact with walls...
User avatar
Sticky
Posts: 836
Joined: Mon Aug 04, 2003 12:29 pm
Location: Denver, CO How do they get teflon to stick to the pan?

Post by Sticky »

Xaser wrote:Now only if you could make it so the enemies get hurt on impact with walls...
You really like that idea, don't you?

The air gun would work well for me; many an opportunity to knock someone off the walls in level 24. :-D That would be pretty neat.
User avatar
Eevee
Posts: 592
Joined: Wed Jul 16, 2003 5:26 am
Contact:

Post by Eevee »

Xaser wrote:Heh. An "Airgun" would be cool. It does no damage but pushed back enemies a far distance and uses no ammo. Now only if you could make it so the enemies get hurt on impact with walls...
Well.. can't you have a line with the monster activatable bit set, activated by touch, with a special of HurtThing?
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Post by Xaser »

Eevee wrote:
Xaser wrote:Heh. An "Airgun" would be cool. It does no damage but pushed back enemies a far distance and uses no ammo. Now only if you could make it so the enemies get hurt on impact with walls...
Well.. can't you have a line with the monster activatable bit set, activated by touch, with a special of HurtThing?
Well, yeah, but then if a monster (or the player) just barely touched the walls, it would get hurt. I guess it would be cool to have a huge area with baddies on platforms over a lava pit, and you can knock them down into the pit. :)
Sticky wrote:The air gun would work well for me; many an opportunity to knock someone off the walls in level 24.
AAAAUGH!!! DON"T MENTION THAT PART! I HATE IT IT NEEDS TO DIE!!!!!!!!!!!!!!!!!!!!!!!!!!!111oneone
Last edited by Xaser on Tue Mar 09, 2004 6:19 pm, edited 1 time in total.
User avatar
Sticky
Posts: 836
Joined: Mon Aug 04, 2003 12:29 pm
Location: Denver, CO How do they get teflon to stick to the pan?

Post by Sticky »

Xaser wrote:AAAAUGH!!! DON"T MENTION THAT PART! I HATE IT IT NEEDS TO DIE!!!!!!!!!!!!!!!!!!!!!!!!!!!111oneone
Best....level.....ever.
User avatar
randi
Site Admin
Posts: 7749
Joined: Wed Jul 09, 2003 10:30 pm
Contact:

Post by randi »

Fixed.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Finally this thread has been sent where it belongs! ;)
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Post by Xaser »

Took Long enough... :P
Post Reply

Return to “Closed Bugs [GZDoom]”