Make Ghost enemies immune to splash damage.
Moderator: GZDoom Developers
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
- Doominer441
- Posts: 200
- Joined: Thu Oct 24, 2013 9:04 pm
Make Ghost enemies immune to splash damage.
Hello, I was wondering if there was a way to prevent +THRUGHOST flagged actors from being harmed by splash damage. In my mod I want there to be only one weapon which can harm ghost enemies, but my explosive weapon seems to still hurt them, throwing off the entire gameplay dynamic I'm trying to create. I've looked but there doesn't seem to be a flag or parameter to pass which stops this from happening. Am I just overlooking something or am I shit out of luck?
-
- Posts: 382
- Joined: Fri Feb 07, 2014 6:45 am
Re: Make Ghost enemies immune to splash damage.
Can you just set +NORADIUSDMG?
If you can't change the actors, you could always do this in a world event when they spawn
Something like
Make sure you register the event handler in mapinfo
If you can't change the actors, you could always do this in a world event when they spawn
Something like
Code: Select all
class GhostSpawnerEventHandler: EventHandler
{
override void WorldThingSpawned(WorldEvent e)
{
// Check that the Actor is valid and a monster
if (e.thing)
{
if (e.thing.bIsMonster)
{
if (e.thing.bGHOST)
{
e.thing.bNORADIUSDMG = true;
}
}
}
}
}
Code: Select all
gameinfo
{
// ...
AddEventHandlers = "BossMakerEventHandler"
}