Interactive bushes
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- LanHikariDS
- Posts: 179
- Joined: Tue Aug 04, 2015 11:30 pm
- Location: Playing in the snow
Interactive bushes
So, I'm working on a standalone mod for the ZDoom engine, and one thing I'm working on is shrubbery. One thing I was hoping to do is have it react to what happens around it, so say a fireball goes through it, I want the grass to actually take damage from projectile attacks, without actually stopping the projectile. How can I go about doing this in the DECORATE definition?
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osjclatchford
- Posts: 2062
- Joined: Mon Feb 07, 2011 5:02 am
Re: Interactive bushes
only way I can think of doing it would be to change the projectile behaviour as well, make it a ripper with a specific damagetype and give the shrub a corrsponding specific damage state. but then of course this will not just pass through said shrubs but also most other actors... tricky...
- InsanityBringer
- Posts: 3392
- Joined: Thu Jul 05, 2007 4:53 pm
- Location: opening the forbidden box
Re: Interactive bushes
It'll take some time to set this up and require a small bit of dull effort, but the RipLevel property is probably what you want. Give your fireballs +RIPPER so they'll pass through the shrubbery unimpeded, but set its RipLevel to 1, perhaps. Then, every monster in your game, give them a RipLevelMin of 2. This will make it so that the fireballs will still be stopped by monsters. If you do want a projectile that rips through your monsters, set its RipLevel to 2, and it will rip through your monsters as usual.
Re: Interactive bushes
You could have the bushes be vulnerable, but not shootable, and have the projectile call A_Explode with a very small radius and amount of damage every tic.
- LanHikariDS
- Posts: 179
- Joined: Tue Aug 04, 2015 11:30 pm
- Location: Playing in the snow
Re: Interactive bushes
I wasn't aware of RipLevels, I'll give that a shot. Thanks guys!

