[Fixed] Lineblocking: BLOCK_EVERYTHING doesn't block ever...
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Lineblocking: BLOCK_EVERYTHING doesn't block everything?
I've got a problem with BLOCK_EVERYTHING on lines:
When I set up a line (e.g. creating a glass wall) to block everything, projectiles are blocked, but when standing close to this wall, the player still gets hurt and dies by rocket explosions or scratching enemys.
Bug?
When I set up a line (e.g. creating a glass wall) to block everything, projectiles are blocked, but when standing close to this wall, the player still gets hurt and dies by rocket explosions or scratching enemys.
Bug?
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yes, and the bfg cone, that's because those attacks are not actors but based on a radius or the position of another actor and in the case of melee attacks damage is applied directly to the target as long as it is within range.Xaser wrote:Yeah, the 3 things that can go through Block Everything lines are:
1: Close range attacks
2: Rocket explosions
3: Arch-vile attack.
AFAIK, there's no real way to prevent this, except the buffer sector.
actually now that I think about it, block_everything lines also don't block the railgun, which probably is a bug but I dunno?
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Okay, I think that's a bug. There's no way to prevent the other 4 (close attacks, explosions, vile attack, and bfg cone) from going through, but the railgun should be stopped. The Block_everything can stop bullets, why not railgun shots?Cyb wrote:actually now that I think about it, block_everything lines also don't block the railgun, which probably is a bug but I dunno?
Yeah,already did that before, but to prevent DBCR (death by cyberdemon rocket ) the buffer sector has to be 128 units, which is too bigUltraviolet wrote:You could put in a buffer-sector (will keep the player from getting close enough to get scratched, but the rocket explosions will still be an issue) as a temporary fix, if you'd like. If there's trouble tracking this one down you might want to just settle for a quick fix like that.
If it is a feature, I don't like it. When standing behind a glass wall, logic provides that a player can't be scratched. Well, I guess I need a newHotWax wrote:Erm... All blocking lines, whatever they block, block ACTORS (Enemies, player, projectiles). They are NOT used when determining whether an enemy is close enough to scratch you, and are NOT used when calculating explosion radiuses. This is not a bug, it's a feature.
option:
SetLineBlocking(lineid,BLOCK_ABSOLUTELY_EVERYTHING);
<g>
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Re: Lineblocking: BLOCK_EVERYTHING doesn't block everything?
Probably. I wasn't thinking of those cases when I added it, but it makes sense that they should be blocked.kn wrote:Bug?
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Re: Lineblocking: BLOCK_EVERYTHING doesn't block everything?
Hm, now I just added a few fences and now scratching / explosion damage make sense again. Guess we need both types.randy wrote:Probably. I wasn't thinking of those cases when I added it, but it makes sense that they should be blocked.kn wrote:Bug?
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Changing the way the line type works in this manner would break compatibility with older ZDoom wads. If you want linetypes that are similar but do different things, ask for a completely new type or an argument (OFF by default) that would modify the given type.Ultraviolet wrote:To make it so that "block everything" blocks a monster's line of sight as well would fix all that because if they can't see you they can't attack you, but the player would still be able to see the monster... unfair advantage.
Also, you can already achieve invisible walls that block monster sight (as well as everything else), so there's really no need.
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