I'd like to suggest some options for it in the as-yet underused [wiki=Actor_properties#Powerup.Mode]Powerup.Mode[/wiki] property:
- Protect from floors and drowning. (Default.)
- Protect from floors only.
- Protect from drowning only.

Moderator: GZDoom Developers
This is essentially already possible with [wiki]SectorDamage[/wiki]. To that end, ways around the RadSuit's limitations are also possible via SectorDamage.Xtyfe wrote:perhaps the ability to define a type of floor to protect from would be useful as well
Half true. The powerup protects from some floor types all of the time (E.G. low-damage nukage), and some of them only part of the time (E.G. "super hellslime").Zippy wrote:This is essentially already possible with [wiki]SectorDamage[/wiki]. To that end, ways around the RadSuit's limitations are also possible via SectorDamage.
Well, Quake's environmental suit included an air supply, which made sense. This was the closest thing to a "precedent" for DooM (once drowning was ported over, of course). But what really got me thinking about this was Hacx's Vulcan Rubber Boots, and Xaser agreed that it would be hilariously broken should anyone opt to use deep water in new maps for Hacx 2.0 (making them more like Poseidon Rubber Boots).Enjay wrote:I certainly like the idea of being able to make a wetsuit/SCUBA powerup to prevent drowning and a rad suit to protect you from... well, radiation I suppose, but not prevent damage from staying under water too long.
NeuralStunner wrote:Half true. The powerup protects from some floor types all of the time (E.G. low-damage nukage), and some of them only part of the time (E.G. "super hellslime").Zippy wrote:This is essentially already possible with [wiki]SectorDamage[/wiki]. To that end, ways around the RadSuit's limitations are also possible via SectorDamage.
Code: Select all
// Super hellslime script
script 1 (void)
{
while( TRUE )
{
int chanceFail = random(1,40);
if( chanceFail < 2 )
{
SectorDamage( sectorTag, 20, "None", 0, DAMAGE_PLAYERS ); // Cannot be protected against
}
else
{
SectorDamage( sectorTag, 20, "None", "PowerIronFeet", DAMAGE_PLAYERS ); // Protected against by rad suits
}
delay(35);
}
}
In your example, two suited players in the sector will pass or fail at the same times, rather than individually.Zippy wrote:ACS gives you the capabilities to have sectors damage the player with whatever chance at whatever rate you please.