Projectile ignoring donthurtspecies

Discuss all aspects related to modding Zandronum here.
Post Reply
User avatar
ForrestMarkX
Forum Regular
Posts: 132
Joined: Sat Jun 16, 2012 2:04 am
Location: Texas

Projectile ignoring donthurtspecies

#1

Post by ForrestMarkX » Tue Jun 24, 2014 5:44 pm

I've been having a rather annoying issue, even if all the monsters and the projectiles they fire have +DONTHURTSPECIES and the same Species set they still hurt each other and try to infight, I have no idea what is causing this.

Here are the projectiles I know of that cause this

All the monsters have the same flag and species set

Code: Select all

Actor Comet
{
  Radius 10
  Height 10
  Speed 25
  FastSpeed 30
  Damage 8
  Scale 0.85
  SpawnID 250
  +DontHurtSpecies
  Projectile
  Species "HellKnight"
  SeeSound "Afrit/CometFire"
  DeathSound "Afrit/CometHit"
  Decal Scorch
  DamageType "AfritComet"
  States
  {
  Spawn:
    COMT AAAABBBBCCCC 1 Bright A_SpawnItemEx("CometTail", 0, 0, 0, 0, 0, 0, 0, 128)
    Loop
  Death:
    COMT D 3 Bright A_SpawnItemEx("CometDeathGlow2", 0, 0, 0, 0, 0, 0, 0, 128)
    COMT E 3 Bright A_Explode(80, 80)
    TNT1 A 0 A_SpawnItemEx("CometDeath2", 0, 0, 0, 0, 0, 0, 0, 128)
    Stop
  }
}

Actor ArchonComet
{
  Radius 8
  Height 12
  Speed 25
  Damage 8
  Scale 1.0
  SpawnID 251
  Projectile
  +ThruGhost
  +DontHurtSpecies
  Species "HellKnight"
  SeeSound "weapons/firbfi"
  DeathSound "weapons/hellex"
  DontHurtShooter
  DamageType ArchonComet
  States
  {
  Spawn: 
    ARCB AAAABBBBCCCC 1 Bright A_SpawnItemEx("ArchonCometTrail",0,0,0,0,0,0,0,128)
    Loop
  Death:
    ARCB J 0 Bright A_SetTranslucent (0.67,1)
    ARCB J 3 Bright
    ARCB K 3 Bright A_Explode(128,128)
    ARCB LMN 3 Bright
    Stop
  }
}

ACTOR HomRocket2 : HomRocket1
{
   Speed 15
   Damage 8
   DamageType "CadaverRocket"
   -THRUSPECIES
   +SEEKERMISSILE
   +DONTHURTSPECIES
   Species "Rev"
   SeeSound "weapons/d3rlfire"
   states
   {
   Spawn:
	  TNT1 A 0
      TNT1 A 0 A_Jump(128,"Spawn.Homing")
	  Goto Spawn.Normal
   Spawn.Homing:
      HMIS A 4 Bright A_SeekerMissile (3,14)
      HMIS A 4 Bright
      HMIS A 2 Bright A_SeekerMissile (3,14)
      HMIS A 2 Bright
      goto Spawn
   Spawn.Normal:
      HMIS A 2 Bright
      goto Spawn
   Death:
	  TNT1 AAAAA 0 A_CustomMissile ("ExplosionFire", 0, 0, random (0, 360), 2, random (0, 180))
      BAL3 C 0 Bright A_SetTranslucent (0.67,1)
      BAL3 C 8 Bright A_Explode(34, 128)
      BAL3 DE 5 Bright
      stop
   }
}
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

User avatar
Popsoap
 
Posts: 86
Joined: Mon Jun 04, 2012 2:38 pm
Location: Inside a wall

RE: Projectile ignoring donthurtspecies

#2

Post by Popsoap » Tue Jun 24, 2014 5:54 pm

ForrestMarkX wrote: +DONTHURTSPECIES
You're thinking of DONTHARMSPECIES, the other flag only protects explosive damage from monsters of the exact same class (DoomImp can't be hurt by DoomImp, but DarkImp can be harmed by DoomImp).

User avatar
ForrestMarkX
Forum Regular
Posts: 132
Joined: Sat Jun 16, 2012 2:04 am
Location: Texas

RE: Projectile ignoring donthurtspecies

#3

Post by ForrestMarkX » Tue Jun 24, 2014 6:00 pm

Popsoap wrote:
ForrestMarkX wrote: +DONTHURTSPECIES
You're thinking of DONTHARMSPECIES, the other flag only protects explosive damage from monsters of the exact same class (DoomImp can't be hurt by DoomImp, but DarkImp can be harmed by DoomImp).
Ohh I see, I thought there was only DontHurtSpecies and DontHurtClass

Hmm DONTHARMSPECIES is a unknown flag
I guess I'll have to use the DamageFactor method due to the oldness of Zandro
Last edited by ForrestMarkX on Tue Jun 24, 2014 6:14 pm, edited 1 time in total.
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

Post Reply