I'm working on a special switch that can only be activated via killing an invisible "Switch button" actor, that can only be killed by one kind of damagetype..
Basically it's like a class-specific switch to open up a door, that only a certain class can open/use.
But for some reason the darned thing won't die!.. I can't tell if there's something wrong with the button, or how I did the damagetype, check for yourselves..
The weapon/projectile [Note that I tried using both a projectile AND a custommelee attack and neither worked..]
actor KnuckleSensor 7730
{
spawnid 5
health 1
radius 10
height 10
mass 100
speed 0
Species Bad
painchance 200
DamageFactor "Sleep", 0.0
DamageFactor "Blind", 0.0
DamageFactor "Bribe", 0.0
DamageFactor "Normal", 0.0
MONSTER
+INVISIBLE
states
{
Spawn:
PLSE A 10 A_Look
loop
See:
PLSE A 10 3 A_Chase
loop
Melee:
Missile:
goto See
Pain:
PLSE A 10
goto Death
Death:
PLSE A 10
PLSE A 10 A_BossDeath
stop
XDeath:
PLSE A 10
PLSE A 10 A_BossDeath
stop
}
}
I'm trying to make it to where the switch only dies by the "Tank" damagetype property, but there's something wrong I can't figure out here..
Re: Specific damagetype actor not working!
Posted: Thu Jul 07, 2011 3:52 pm
by Graf Zahl
DamageFactor for 'Normal' applies to all unspecified damage types - and you didn't specify a damage factor for 'Tank' so it gets substituted by the one for 'Normal'.
Re: Specific damagetype actor not working!
Posted: Thu Jul 07, 2011 4:40 pm
by Squishybrick
Thank you, I was waiting all morning for an answer.. (I'm pulling an all-dayer to correct my sleeping schedule)
Re: Specific damagetype actor not working!
Posted: Thu Jul 07, 2011 5:59 pm
by Blue Shadow
You can use [wiki]CheckWeapon[/wiki] to achieve this, I believe.
Re: Specific damagetype actor not working!
Posted: Fri Jul 08, 2011 3:45 am
by Squishybrick
New problem, how do I give a melee weapon a damagetype without having to use A_Custommelee, which makes the player forcefully turn towards the first "Guard" he killed.. (For some reason this isn't effected towards personnel, just the first GUARD he kills)
Is it a problem with the weapon, or the guard/personnel?
And if all else fails, the invisible melee projectile can still be used as a backup, but I was wondering if there was a better way..
Re: Specific damagetype actor not working!
Posted: Fri Jul 08, 2011 4:37 am
by Ryan Cordell
I think you can give the puff a specific damagetype. Should work well.
Re: Specific damagetype actor not working!
Posted: Fri Jul 08, 2011 8:45 am
by Squishybrick
But puffs don't damage the monster, plus they only appear AFTER the WALL has been hit.. The blood sprite appears for the monster.. .. Unless.. .. Is a blood sprite just a different looking puff?..
... .... Am I missing something obvious?..
Re: Specific damagetype actor not working!
Posted: Fri Jul 08, 2011 10:02 am
by InsanityBringer
Even if the puff isn't spawned, properties are still read from it as normal and all of that.
Re: Specific damagetype actor not working!
Posted: Fri Jul 08, 2011 11:01 am
by Squishybrick
Soo... Are you saying if I change the damagetype of the puff, that will somehow change the damagetype of the punch that uses it?..
Re: Specific damagetype actor not working!
Posted: Fri Jul 08, 2011 11:03 am
by InsanityBringer
yes, exactly.
Re: Specific damagetype actor not working!
Posted: Fri Jul 08, 2011 12:10 pm
by Squishybrick
Wierd... .. ... Well it worked, so problem solved I guess.