Bug? A_Explode causes infighting
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- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
How about adding a DontHurtSpecies flag? That would solve all problems without breaking anything.
And HotWax: This does not in any way affect normal Doom behavior. So far I have seen 3 or 4 WADs which create a monster that is affected by it and in all cases this self-exploding behavior was more of an annoyance than a 'feature' because those monsters simply were no threat because it was too easy to make them blow up others of the same kind or themselves.
And HotWax: This does not in any way affect normal Doom behavior. So far I have seen 3 or 4 WADs which create a monster that is affected by it and in all cases this self-exploding behavior was more of an annoyance than a 'feature' because those monsters simply were no threat because it was too easy to make them blow up others of the same kind or themselves.
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Hotwax, you are an idiot!
It is not an issue because this particular behavior IS NOT BEING USED BY ANY ID MONSTER!!!
As I said, I have seen 3 or 4 WADs which contain monsters that use an exploding missile and are not immune to it and in all of those it's more or less a problem. The reason there are so few is the simple fact that those monsters are useless with the standard behavior. As opposed to the chaingun behavior which would break a lot of people's way of playing. Now shut up, please!
It is not an issue because this particular behavior IS NOT BEING USED BY ANY ID MONSTER!!!
As I said, I have seen 3 or 4 WADs which contain monsters that use an exploding missile and are not immune to it and in all of those it's more or less a problem. The reason there are so few is the simple fact that those monsters are useless with the standard behavior. As opposed to the chaingun behavior which would break a lot of people's way of playing. Now shut up, please!
- Nanami
- Posts: 1066
- Joined: Tue Jul 15, 2003 5:13 pm
- Location: That little island pritch created.
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I've wanted something like that for a while, as well as a way to define monsters as "species," like how Barons and Hell Knights are the same "species." I wanted to make a new imp that doesn't hurt and doesn't take damage from normal imps.Graf Zahl wrote:How about adding a DontHurtSpecies flag? That would solve all problems without breaking anything.
It could be done in a way like:
1) For the new imp, use Species DoomImp (makes new imp same species as old)
2) For both species, use Species ImpSpecies (defines a new species called "ImpSpecies," and both are put in this species)
You could probably even make complex speicies:
Code: Select all
DoomImp:
Species ImpSpecies, Humanoid
EvilImp:
Species ImpSpecies, Shadow
DarkImp:
Species Shadow, Humanoid
EvilDemon:
Species Shadow
EvilHuman:
Species Humanoid