Projectile ignoring donthurtspecies
Posted: 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
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
}
}