Always gib on kill?

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LilWhiteMouse
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Always gib on kill?

Post by LilWhiteMouse »

I can't find it now, but I thought there was a flag that caused projectiles to always gib a target if they died? I want to make a Front Mission/Power DoLLS style pile driver that's just strong enough to kill my lesser enemies in one hit. I want it to gib everything though. The weapon would actually use a very short range ripper projectile to do the damage.

Am I incorrect, is it not documented, not available, or doesn't exist?
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Cutmanmike
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Post by Cutmanmike »

Probably a feature request. I can't find it in the source anywhere
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Enjay
 
 
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Post by Enjay »

IIRC, the Hexen ultimate weapons for each class are set to always cause the "extreme death" for any enemy that has such a sequence, so if it doesn't currently exist, perhaps it is something that could easily be added. I don't know if the property is specific to the projectile or the weapon though.
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Mr. Tee
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Post by Mr. Tee »

Isn't the flag called +ALWAYSGIB or something like that?
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Enjay
 
 
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Post by Enjay »

I found this in the source file that defines the fighter sword

PROP_Weapon_Flags (WIF_PRIMARY_USES_BOTH | WIF_EXTREME_DEATH)

There are similar entries in the other big weapons.

and this in a_pickups.h

WIF_EXTREME_DEATH = 0x00000800, // weapon always causes an extreme death
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Graf Zahl
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Post by Graf Zahl »

It's only a weapon flag. An equivalent missile flag does not exist.
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LilWhiteMouse
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Post by LilWhiteMouse »

Graf Zahl wrote:It's only a weapon flag. An equivalent missile flag does not exist.
Would it be easy enough to add, and sufficient interest to warrant a feature request?
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Graf Zahl
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Post by Graf Zahl »

Adding this is rather easy. Aside from adding the new flag and support to DECORATE this would be all:

Code: Select all


		if (source && source->flags4&MF4_EXTREMEDEATH)
		{
			target->health = -target->GetDefault()->health * 3;
		}


right before the call to AActor::Die in P_DamageMobj. Just make sure Randy notices this thread before it disappears. ;)
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Anakin S.
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Post by Anakin S. »

At the same time would it be possible to set projectiles or bullet puffs so that enemies they kill are never gibbed? This could be useful for a golden gun or poison arrow.
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Enjay
 
 
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Post by Enjay »

Indeed, ensuring always gib and never gib would both be useful. :yup:
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Post by wildweasel »

Enjay wrote:Indeed, ensuring always gib and never gib would both be useful. :yup:
Yes, because I find it absurd for my fire-based Napalm Cannon to be blowing Imps apart. I'd rather they die like normal, because their normal death fits. As for the always-gib function, this could come in handy for, like, some kind of head-a-splode device (I'm not in the mood to come up with weapon concepts today).
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Graf Zahl
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Post by Graf Zahl »

Anakin S. wrote:At the same time would it be possible to set projectiles or bullet puffs so that enemies they kill are never gibbed? This could be useful for a golden gun or poison arrow.

Of course. It'd be just the inverse logic and the same amount of additional code. Again: Just make sure Randy sees this.
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Anakin S.
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Post by Anakin S. »

*bump* Perhaps we could PM him about this?
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BetaSword
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Post by BetaSword »

While we're talking about gibs and such... What about possibly making it so that when a monster is gibbed, the normal animation occurs, but several gibs are also tossed out as well, resulting in blood splatters on any wall they collide with, etc. 'Twould be an interesting bit of eye candy... Then again, I guess it could be done with DECORATE, now couldn't it?
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Vader
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Post by Vader »

BetaSword wrote:... Then again, I guess it could be done with DECORATE, now couldn't it?
Sure, just look at the warlord imp from the MRW!
His shield and the mace behave very similar to what you are requesting!
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