
Some strange Heretic behaviour
- Pinky's ass
- Posts: 507
- Joined: Wed Sep 05, 2007 2:17 am
- Location: ZDoom Forums
Some strange Heretic behaviour
Has anyone noticed that Maulotaur's flame line attack can cross every surface even at different height, including water (technically impossible), without losing its damage factor? Is this wanted or is this a bug? 

-
- Posts: 3975
- Joined: Fri Jul 06, 2007 9:16 am
Re: Some strange Heretic behaviour
I think this happens becuase it has the FLOORHUGGER flag, it will not stop at raised platforms, I suppose it's a bit like when you noclip up a ledge
- Pinky's ass
- Posts: 507
- Joined: Wed Sep 05, 2007 2:17 am
- Location: ZDoom Forums
Re: Some strange Heretic behaviour
That explains a lot but nothing about water crossing. It's quite unrealistic, isn't it? 

-
- Posts: 3975
- Joined: Fri Jul 06, 2007 9:16 am
Re: Some strange Heretic behaviour
Well, the water is just another animated texture, there's nothing to stop it losing fire damage
I wouldn't question anything in Heretic, it's magic! Since when was Heretic about realism

I wouldn't question anything in Heretic, it's magic! Since when was Heretic about realism

Re: Some strange Heretic behaviour
Reminds me that I was wondering if it was possible for terrain to affect projectiles. I wanted to make Strife's incendiary grenades burn for a shorter time when the flames are on water. (They'd still burn, though. White phosphorus is nasty that way.)
- Project Shadowcat
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
- Contact:
Re: Some strange Heretic behaviour
The Maulotaur is just very, very awesome that way.Pinky's ass wrote:Has anyone noticed that Maulotaur's flame line attack can cross every surface even at different height, including water (technically impossible), without losing its damage factor? Is this wanted or is this a bug?
Re: Some strange Heretic behaviour
Maybe he uses greek fire? It burns even hotter in water. 

- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
Re: Some strange Heretic behaviour
Yes, because Heretic is otherwise a completely realistic setting.Pinky's ass wrote:It's quite unrealistic, isn't it?
- Darsycho
- Posts: 859
- Joined: Sat Jul 05, 2008 1:36 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Linux Mint 21.3 Cinnamon, Windows 11
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: Some strange Heretic behaviour
Good job. You get a cookie.CaptainToenail wrote:Since when was Heretic about realism
- Pinky's ass
- Posts: 507
- Joined: Wed Sep 05, 2007 2:17 am
- Location: ZDoom Forums
Re: Some strange Heretic behaviour
Never. Heretic is a fantasy game but that fire looks very odd. Can this be a feature suggestion?CaptainToenail wrote:Since when was Heretic about realism
Spoiler:
- XutaWoo
- Posts: 4005
- Joined: Sat Dec 30, 2006 4:25 pm
- Location: beautiful hills of those who are friends
- Contact:
Re: Some strange Heretic behaviour
Making some projectiles not be able to pass certain terrain? That's a good idea, although having the minotaur's fire not cross water is something you'd have to do if that got in.
Re: Some strange Heretic behaviour
This is intended behavior. Why on earth would you want a feature suggestion to change this?
Re: Some strange Heretic behaviour
You can make projectiles not cross terrain. It's called NOCHANGEFLOORPIC or something a bit shorter, which will stop anything from putting itself outside of it's floor flat. I've used this for my LandCarrier's engine projectiles... sadly this isn't entirely foolproof, as it means they can "jump" areas of flat that are less than their radius (which in their case is about 192, so they are quite capable of hopping up the walls outside of MAP01, for instance).
- Pinky's ass
- Posts: 507
- Joined: Wed Sep 05, 2007 2:17 am
- Location: ZDoom Forums
Re: Some strange Heretic behaviour
Since when you have Heretic?Wills wrote:This is intended behavior. Why on earth would you want a feature suggestion to change this?

Uhm, should programmers add that flag to the Maulotaur?Phobus wrote:You can make projectiles not cross terrain. It's called NOCHANGEFLOORPIC or something a bit shorter, which will stop anything from putting itself outside of it's floor flat. I've used this for my LandCarrier's engine projectiles... sadly this isn't entirely foolproof, as it means they can "jump" areas of flat that are less than their radius (which in their case is about 192, so they are quite capable of hopping up the walls outside of MAP01, for instance).