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A_GotoIfMissileIsNot(missileid, state)
Posted: Fri Jun 10, 2005 1:54 am
by Doomguy0505
I mean like that doom 3 cyberdemon how only a certain thing can hurt it. And the other way around A_GotoIfMissileIs(missileid, state)
A_GotoIfMissileIsNot("SoulcubeMissile", See) or A_GotoIfMissileIs("BFGShot", See)
get the picture?
Posted: Fri Jun 10, 2005 3:00 am
by Graf Zahl
Getting the picture but that's something that can't be done in DECORATE. For that you'd need something much more complex that simply doesn't exist.
Posted: Fri Jun 10, 2005 10:07 am
by Anakin S.
Make the monster +INVULNERABLE and the weapon that kills it +FOILINVUL.
Posted: Fri Jun 10, 2005 10:25 am
by Graf Zahl
You mean the projectile, don't you?
Posted: Fri Jun 10, 2005 11:37 pm
by Anakin S.
Yes, the projectile/puff actor.
Posted: Sat Jun 11, 2005 12:35 am
by skadoomer
is acs capible of relaying who damaged an entity, or is this impossible to integrate as well?
Posted: Sat Jun 11, 2005 6:16 am
by Graf Zahl
With the current tid system it is impossible. You'd have to rewrite significant portions of it - including a means to get detailed actor information from a tid.
Posted: Sat Jun 11, 2005 7:46 pm
by skadoomer
Graf Zahl wrote: including a means to get detailed actor information from a tid.
I figured nothing like that was integrated into the flow of damage passing. However, since this requires a rewrite of the current system, its too much work for a questionable amount of gain.
Posted: Sun Jun 12, 2005 2:16 am
by Graf Zahl
That's the problem at the moment.
Posted: Sun Jun 12, 2005 5:45 am
by pink
All good things come with time however. I know Zdoom is a 1 man (well, somewhat 2. Graf does a lot to) so it takes awhile to get anything done, and things requiring a lot of work rarely are done. So I just good job with what's implemented so far and it'd be great to get any of these good sounding features put in, if it's not too much work.