Is this a projectile only flag?
Essentially I have a monster that, using A_Jumpifcloser will thrust away opponents when they get close, I attempted to use A_RadiusThrust to achieve this, but no dice. Do I have to make give the monster a CustomMissile attack that fires a dummy projectile that will thrust the monster? If so, can I get an example script?
I used A_Blast, but that has set parameters which I couldn't seem to edit. When my monster fights monsters such as SpiderMasterminds, he gets in too close and attempts to use A_Blast over and over to push them away, obviously leaving him a sitting duck as they have too much mass to be thrusted.
Otherwise, what is an example of how to edit A_Blast so that it will push monsters with larger masses?
Or perhaps I could code him so that when monsters with larger masses are close to him, he realises they cannot be thrust and uses a different attack instead?
-this one seems the least likely to work effectively.
I've looked into this on the wiki and edited myself in Decorate and couldn't seem to find a suitable solution.
A_RadiusThrust
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Re: A_RadiusThrust
Like A_Explode, you shouldn't use this action on a monster directly (I think?). Have the monster spawn a missile that lasts 1 tic, with 0 speed, that calls this action the instant it's spawned. And make it invisible.
Re: A_RadiusThrust
Would A_CustomMissile be the best option, or A_SpawnItemEx? I'm guessing A_CustomMissile as that will retain the targetting of the monster...correct?
Re: A_RadiusThrust
If you just wanted to thrust enemies away, either one would work.
Re: A_RadiusThrust
You might want to consider using [wiki]A_Blast[/wiki] instead. A_RadiusThrust has been known to be really unreliable.
- NeuralStunner
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Re: A_RadiusThrust
I can't think of a single project that tried it and didn't turn to some other means... Hopefully there would be little to know compatibility breakage if it were to be changed. Although there's always compat flags...Xaser wrote:A_RadiusThrust has been known to be really unreliable.
- Demolisher
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Re: A_RadiusThrust
??? This can be used on almost any actor, even players now. Useful for radius damage to monsters in the pain state.Eriance wrote:Like A_Explode, you shouldn't use this action on a monster directly (I think?). Have the monster spawn a missile that lasts 1 tic, with 0 speed, that calls this action the instant it's spawned. And make it invisible.
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Re: A_RadiusThrust
It can, but it's unrecommended as the target of the actor is the actual owner of the explosion. Reason why some old exploding monsters don't, well, deal damage or cause a suicide if they kill you.
Re: A_RadiusThrust
Are you sure of this? I tried using it on my actor directly, with no effect whatsoever. I could have used it incorrectly, but it did nothing.Demolisher wrote:??? This can be used on almost any actor, even players now. Useful for radius damage to monsters in the pain state.Eriance wrote:Like A_Explode, you shouldn't use this action on a monster directly (I think?). Have the monster spawn a missile that lasts 1 tic, with 0 speed, that calls this action the instant it's spawned. And make it invisible.
A_Blast is what I am using currently, but I couldn't seem to change the parameters for it to make it thrust larger enemies; hence possibly using Radius_Thrust, although it doesn't seem to be such a good idea based on the suggestions here.Xaser wrote:You might want to consider using [wiki]A_Blast[/wiki] instead. A_RadiusThrust has been known to be really unreliable.