[Fixed] "kill monsters" doesn't always work
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"kill monsters" doesn't always work
i noticed playing claustrophobia that "kill monsters" only deals a certain amount of damage to all monsters rather than kill them outright. the boss at the end is tough enough to take 2 "kill monster"s to die. wouldn't it make more sense to just call something to kill all the monsters rather than deal them all a bunch of damage so this kind of stuff doesn't happen? or at least double the amount of damage dealt..
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Re: "kill monsters" doesn't always work
SargeBaldy wrote:i noticed playing claustrophobia that "kill monsters" only deals a certain amount of damage to all monsters rather than kill them outright. the boss at the end is tough enough to take 2 "kill monster"s to die. wouldn't it make more sense to just call something to kill all the monsters rather than deal them all a bunch of damage so this kind of stuff doesn't happen? or at least double the amount of damage dealt..
I think the better solution would be to use the maximum of 10000 and the monster's current health to preserve the current effect as good as possible. I noticed this, too, yesterday because I played a WAD which had a boss with over 15000 health points which didn't die with one 'kill monsters'.
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Oops, I read your post wrong. I thought you were saying to take away the health of the monster, or 10000 points, whichever is lower. (Which doesn't make sense in any case)Graf Zahl wrote:Of course. See my suggestion for this problem.

That might screw up various ACS scripts which rely on health to do something, and any internal functions that look at the health of a Thing without paying attention to its current state. (And for all I know, there might be no actual state and the entire game considers HP <= 0 to mean death)Vaecrius wrote:What about making the affected monsters go into their exploding, or if there isn't one, death animation instead of dealing with health at all?
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HotWax wrote:(And for all I know, there might be no actual state and the entire game considers HP <= 0 to mean death)
You guessed exactly right. health<=0 is the primary check for dead monsters. Of course you can reduce the health to a negative value manually and then call the Die method explicity but killing monsters has always been done by damaging them so I guess it should stay that way. I never bothered to check whether some part of the code actually requires it.
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