[Decorate] PowerIronFeet Options

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NeuralStunner
 
 
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[Decorate] PowerIronFeet Options

Post by NeuralStunner »

Here's the problematic thing - [wiki=Classes:PowerIronFeet]This Powerup[/wiki] does two things: Protects you from damaging floors, and prevents you from drowning. In many cases, it's not desirable to do both. (Protective boots wouldn't help you swim like a fish, a scuba tank wouldn't keep your feet from dissolving in acid.) As an example, Quake Mision Pack 1 added a Wetsuit that will prevent drowning but not slime damage.

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.
This would make the powerup that much more useful. :)
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Xtyfe
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Re: [Decorate] PowerIronFeet Options

Post by Xtyfe »

perhaps the ability to define a type of floor to protect from would be useful as well
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Zippy
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Re: [Decorate] PowerIronFeet Options

Post by Zippy »

Xtyfe wrote:perhaps the ability to define a type of floor to protect from would be useful as well
This is essentially already possible with [wiki]SectorDamage[/wiki]. To that end, ways around the RadSuit's limitations are also possible via SectorDamage.
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Re: [Decorate] PowerIronFeet Options

Post by Enjay »

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.
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Re: [Decorate] PowerIronFeet Options

Post by NeuralStunner »

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.
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").
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.
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). :lol:
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Zippy
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Re: [Decorate] PowerIronFeet Options

Post by Zippy »

NeuralStunner wrote:
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.
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").

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);
    }
}
ACS gives you the capabilities to have sectors damage the player with whatever chance at whatever rate you please.
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Re: [Decorate] PowerIronFeet Options

Post by Xaser »

The ACS solution does not work, however, if you're not the one making the maps. Gameplay mods need love, too. :P

Anyhow, replicating the basic behavior is doable via PowerProtection, though in either case the protect-from-drowning item never resets the airtime counter, resulting in the player starting to inhale water immediately as soon as the item runs out. Never did like that particular behavior...
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Re: [Decorate] PowerIronFeet Options

Post by NeuralStunner »

Zippy wrote:ACS gives you the capabilities to have sectors damage the player with whatever chance at whatever rate you please.
In your example, two suited players in the sector will pass or fail at the same times, rather than individually. :joker:
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