ramon.dexter wrote: ↑Thu Aug 22, 2024 11:49 pm
I'm not the nicest guy around, since english is not my native. But when I speak about something, I'm pretty sure what I speak about.
I can understand that, after all I am in the same situation regarding the language.
phantombeta wrote: ↑Thu Aug 22, 2024 2:53 pm
No, he's correct, even if he said it in a pretty rude way. Unfortunately, you can't make "flat" hitboxes like that in GZDoom. Actor hitboxes are always square in the X/Y (horizontal) axes, and are always aligned with the world's 3 axes. (i.e., hitboxes can't rotate to align with a wall)
The only way to do what you want properly is with ACS and destructible geometry instead of actors. Here's some links to info on destructible geometry:
Link 1,
link 2. You'll have to track the enemy's health manually, and if you want to have it react to pain like normal enemies you'll also have to do it yourself too.
Actually I have already achieved this, without the need for ACS, with a combination of DECORATE and creative level design. The flat 2D hitbox was just an idea within the general framework of the design problem, I had already thought of other possible approaches, such as being able to change the position of the sprite within the hitbox margins (which now I think would have been an even more difficult method than the flat hitbox XD). The right approach is crucial.
With some small changes in the DECORATE of the enemy and a series of walls with different attributes the final result is almost perfect with respect to what I intended (the remaining 1% to achieve exactly the desired result depends only on time).
I am preparing a small sample PK3.