Ghosts and stuff

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The Ultimate DooMer
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Ghosts and stuff

Post by The Ultimate DooMer »

Is it currently possible to make enemy melee attacks (A_CustomMeleeAttack) pass through ghosts, given that player melee attacks (weapons) and all projectile attacks can be set up this way.
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Graf Zahl
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Re: Ghosts and stuff

Post by Graf Zahl »

No. Monster melee attacks work completely differently and never check for this.
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Amuscaria
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Re: Ghosts and stuff

Post by Amuscaria »

Only way I can think of how you could emulate your behavior is with a fastprojectile that passes through ghost for your melee attack. Set the projectile up so that it dies after it travels 48-64 units (multiple ways to do this) and have it do the actual damage at a high traveling speed 2x it's maximum range (96-128) in this case. This will similar the effect of the projectile hitting the target instantly. While the +THRUGHOST flag will make it pass through ghost doing no damage.
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NeuralStunner
 
 
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Re: Ghosts and stuff

Post by NeuralStunner »

For monster melee attacks I use [wiki]A_CustomBulletAttack[/wiki] with a very short range, specifically so I can use puffs. +THRUGHOST is placed on the weapon though, not the puff, so this doesn't help. :|

Since DamageType and other properties can be gotten from a puff, could +THRUGHOST as well? Or would it not work, as the puff is technically "spawned" after a successful hit, and that's the only time those properties are needed?
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XutaWoo
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Re: Ghosts and stuff

Post by XutaWoo »

NeuralStunner wrote:Or would it not work, as the puff is technically "spawned" after a successful hit, and that's the only time those properties are needed?
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