(Chex Quest) Flem Mines can harm other Flemoids

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Surreal Doomer
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(Chex Quest) Flem Mines can harm other Flemoids

Post by Surreal Doomer »

I have been playing Chex Quest 3 as of late, and have noticed a bug in the Lost Soul-replacement Flemoid, the Flem Mine. When it performs a charge attack, if it runs into another Flemoid, it will harm it. In Chex Quest, the Flemoids are never supposed to harm each other.
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Captain Ventris
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Re: (Chex Quest) Flem Mines can harm other Flemoids

Post by Captain Ventris »

Well, the Flem Mines are Lost Souls with different graphics, and Lost Souls have always been able to hurt each other when charging. As such, this isn't actually a problem relating to ZDoom, it can be changed through the Flem Mine's Decorate. This is something you should talk about to Chukker, not here.

Tell him this:

Set the Flem Mine's damage to 0. Then, have the flem mine emit shoot projectile at the beginning of its charge. Have this projectile move at the same speed as the flem mine, have the same dimensions, and be invisible. Have it do the damage the original Flem Mine damage did. This way, since projectiles from Flemoids can't hurt each other if set to the right damage type, the mines won't hurt each other or other flemoids upon charging.
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Graf Zahl
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Re: (Chex Quest) Flem Mines can harm other Flemoids

Post by Graf Zahl »

Actually, there is a small problem: Charge attacks have a hard coded damage type. But even if this was fixed it wouldn't help because the Flem Mine has no damage type set.
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Captain Ventris
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Re: (Chex Quest) Flem Mines can harm other Flemoids

Post by Captain Ventris »

Graf Zahl wrote:Actually, there is a small problem: Charge attacks have a hard coded damage type. But even if this was fixed it wouldn't help because the Flem Mine has no damage type set.
Yeah, I figured, but I didn't think you would go through changing that.

Although it would be neat. ;P
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