Monster falling damage

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Graf Zahl
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Monster falling damage

Post by Graf Zahl »

Currently it is only active in Hexen. It should be made a MAPINFO flag so that it can be turned on in the other games as well.
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Chris
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Post by Chris »

Or perhaps a DECORATE option, so some monsters can be effected and others not?
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Graf Zahl
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Post by Graf Zahl »

That in addition would also be a good idea. But the entire feature has to be toggleable to make it useful.
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MartinHowe
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Post by MartinHowe »

My most recent project (still in development) would have been much easier if monsters could be optionally made vulnerable to all kinds of damage, including earthquakes, sector effects and suchlike. In an human-built industrial zone, turning on a processing vat should damage anyone in it, including demons and imps and (at my option) anything else.


RANT: IMO, this was one of the biggest "obviously fake" things about DOOM -- even human based monsters do not get damaged by slime and nukage. I can see what id would argue ("they're from hell, so they're immune to the laws of nature, right?"), I just don't agree with it (nothing is immune to the laws of nature, since those laws define everything). I could buy the excuse "Barons and upwards have a psychic force-field" or something like that, but the lower demons should certainly not be automatically immune. Otherwise, how could they be killed by bullets :wink:
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Graf Zahl
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Post by Graf Zahl »

If monsters could be hurt by environmental damage they'd kill themselves with their current AI. That's clearly not an option.
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Cutmanmike
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Post by Cutmanmike »

Script it :P
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David Ferstat
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Post by David Ferstat »

Hmm ... Are there any line-types that will stop a monster from walking across a line, but not prevent it from being knocked/pushed/blown across?

If so, these lines would preserve vulnerable monsters from simply blundering into mortal (or is that im-mortal?) danger.

If not, perhaps this would a useful addition.
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Graf Zahl
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Post by Graf Zahl »

David Ferstat wrote:Hmm ... Are there any line-types that will stop a monster from walking across a line, but not prevent it from being knocked/pushed/blown across?
If so, these lines would preserve vulnerable monsters from simply blundering into mortal (or is that im-mortal?) danger.

If not, perhaps this would a useful addition.

There are no more lineflags unless you develop a new map format or use ACS.
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Csonicgo
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Post by Csonicgo »

pushing an imp off a building to his death... damn that would rock.
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Cutmanmike
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Post by Cutmanmike »

roofle I agree
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MartinHowe
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Post by MartinHowe »

cutmanmike wrote:Script it :P
I already did, hence the words "would have been".... :P

Sure, monsters are not programmed to avoid nukage pits and suchlike and maybe that could be changed in the future with improved AI. However, my point is that right now, given the programmer's ability to control monsters with pathnodes and thing_hate() or even by simply laying out the map so they can't get at such things until s/he wants them to, it should surely be available as a flag or at least as a property settable in ACS. It would avoid a lot of "actor enters sector" or LineSide() and having to use TIDs; mind you, we are running out of flag bits, so even this probably isn't possible right away :(
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Your Name Is
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Post by Your Name Is »

I like this idea, BTW MartinHowe, the pathnodes are STILL broken :(

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