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[Recently?] DamageFactor "Normal" not working

Posted: Wed Jan 25, 2012 4:14 pm
by Xtyfe
If I use DamageFactor "Normal" 0.0 on armor, I still get damaged by stuff without a damagetypes in my mod, such as monster melee attacks and lostsouls but not hitscans.

I swear this used to work, any willing to test?

Re: [Recently?] DamageFactor "Normal" not working

Posted: Wed Jan 25, 2012 8:11 pm
by Xtyfe
I fixed my problem for both melee attacks and lost souls buy giving my armor the damagefactor "melee"
It seems that i misunderstood what "normal" does, or is that infact still a bug?

Re: [Recently?] DamageFactor "Normal" not working

Posted: Thu Jan 26, 2012 1:52 pm
by NeuralStunner
"Normal" only applies to attacks that have no type.

Have you tried using DamageFactor without a type specificed at all?

Re: [Recently?] DamageFactor "Normal" not working

Posted: Thu Jan 26, 2012 1:55 pm
by Xtyfe
I thought about it, but i wondered if that would cancel out the other damagetypes.

Re: [Recently?] DamageFactor "Normal" not working

Posted: Wed Feb 01, 2012 2:35 am
by DBThanatos
NeuralStunner wrote:"Normal" only applies to attacks that have no type.
As far as I understood, that is not correct. "Normal" should protect against all damagetypes not included in the definition of the armor.

Source

Re: [Recently?] DamageFactor "Normal" not working

Posted: Wed Feb 01, 2012 12:27 pm
by ChronoSeth
In the same thread, it's explained that "Normal" does in fact only apply to attacks with no damage type.

Though clarification from someone who knows exactly how this stuff works would be nice.

Re: [Recently?] DamageFactor "Normal" not working

Posted: Thu Feb 02, 2012 7:20 am
by FDARI
Graf states very clearly that
---
DamageFactors "Normal", 0
DamageFactors "AllowedDamageTypeForThisMonster", 1.0 or whatever
---
means that the only damage type that does damage is "AllowedDamageTypeForThisMonster", while all other types are caught by the "Normal" type, and he says that he updated the code to make it actually work that way. While it is explained/asserted otherwise at locations in the thread, the aggregate of anecdotes, guesses, zdoom updates, assertions, corrections and counter-corrections is that "Normal" applies to any damage type that does not have a specific factor assigned.

You can always create a test (an actor that receives damage only from fire -- DamageFactor "Fire", 1.0 -- DamageFactor "Normal", 0 -- , a weapon that does fire damage and a weapon that does ice damage - and a fist or similar generic damage source to test untyped damage).

Re: [Recently?] DamageFactor "Normal" not working

Posted: Fri Feb 03, 2012 3:06 am
by DBThanatos
ChronoSeth wrote:In the same thread, it's explained that "Normal" does in fact only apply to attacks with no damage type.
Not really. That's wrong. I wasnt linking to the thread. Instead, I was linking to the specific post...
ChronoSeth wrote:Though clarification from someone who knows exactly how this stuff works would be nice.
...where Graf Zahl (a certified developer (as in "Hi, Im purple")) clarifies how it should work. Just like FDARI did.

And to be more specific
Graf Zahl wrote:DamageFactor "Normal" is supposed to protect against all types of damage that don't have a specific factor assigned.

Re: [Recently?] DamageFactor "Normal" not working

Posted: Thu Mar 22, 2012 5:07 pm
by randi
Fixed. Apparently, it was deliberate that this did not work with armor, though I don't understand the justification, since it's counter to everything else that uses damage factors.