missile with 0 damage but force to pain

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doomero
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missile with 0 damage but force to pain

#1

Post by doomero » Thu Nov 29, 2012 9:58 pm

well i am searching something like forcepain flag, zandronum/skulltag cant support this flag yet, so...how i cant force to a monster enter to a special pain after of reciving the missile attack (by the player), but whithout damage him ?

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Ænima
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RE: missile with 0 damage but force to pain

#2

Post by Ænima » Thu Nov 29, 2012 11:12 pm

You could make it only do 1 damage and then in that actor's custom pain state, give that health back to them.

But there's a chance of killing them if they have exactly 1hp when you attack them.
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doomero
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RE: missile with 0 damage but force to pain

#3

Post by doomero » Thu Nov 29, 2012 11:17 pm

Ænima wrote: You could make it only do 1 damage and then in that actor's custom pain state, give that health back to them.

But there's a chance of killing them if they have exactly 1hp when you attack them.
your last point is the problem...but i founded another way to simulate that using xdeath state of the missile, thanks anyway =)

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RE: missile with 0 damage but force to pain

#4

Post by Lollipop » Tue Dec 18, 2012 4:41 pm

well, its fine that you have found a way, but you couldnt you share it with us other people? -.-
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TerminusEst13
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RE: missile with 0 damage but force to pain

#5

Post by TerminusEst13 » Tue Dec 18, 2012 5:24 pm

Ænima wrote:But there's a chance of killing them if they have exactly 1hp when you attack them.
The chances of this happening are pretty low, mind.
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Llewellyn
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RE: missile with 0 damage but force to pain

#6

Post by Llewellyn » Wed Dec 19, 2012 7:17 am

Well if it's a hitscan, you can make the calling actor call an ACS script instead of a hitscan attack, get the calling actor's target, and set the actor's state to the pain state.

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RE: missile with 0 damage but force to pain

#7

Post by Watermelon » Wed Dec 19, 2012 2:20 pm

I always wondered if you could do collision detection and say "well he must've hit on this game tic, so therefore use SetActorState or something", but I've never used this in practice though

Llewellyn
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RE: missile with 0 damage but force to pain

#8

Post by Llewellyn » Thu Dec 20, 2012 9:51 am

Watermelon wrote: I always wondered if you could do collision detection and say "well he must've hit on this game tic, so therefore use SetActorState or something", but I've never used this in practice though
IIRC projectiles on death have their target set to what they hit... probably.
Last edited by Llewellyn on Thu Dec 20, 2012 9:52 am, edited 1 time in total.

Ijon Tichy
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RE: missile with 0 damage but force to pain

#9

Post by Ijon Tichy » Thu Dec 20, 2012 1:02 pm

Llewellyn wrote:
Watermelon wrote: I always wondered if you could do collision detection and say "well he must've hit on this game tic, so therefore use SetActorState or something", but I've never used this in practice though
IIRC projectiles on death have their target set to what they hit... probably.
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doomero
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RE: missile with 0 damage but force to pain

#10

Post by doomero » Wed Dec 26, 2012 7:21 pm

well my point was if the monster enter to a state (forced by a invisible projectile by the player with 0 damage) this give the player a inventory, and this force the player enter to a special state, on zdoom i used +forcepain flag and no problem, but on zandronum is different, this code is not supported yet so i changed:

the invisible projectile, the state xdeath (only monsters can force this) have the a_givetotarget this give the player the inventory, so is not needed force to pain state the monster for give that inventory.

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