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A_SetRipMax (int max)

Changes the calling actor's ripping minimum level to max.

This is only beneficial to monsters. Any monster whose maximum ripping level is less than that of a projectile will prevent it from ripping into them, as if the monster had the DONTRIP flag for that particular projectile. Having 0 as a value means no maximum, as long as the projectile is a ripper and has something higher than the minimum, then it can rip through this monster.

This may still be bypassed if the monster has a specific ripper level. I.e. a monster has a minimum of 1 and a maximum of 5 with a direct ripping level of 10, then ripper levels of 1 through 5 OR 10 can successfully rip them.


Nuvolachalk.png Note: This article lists no examples. If you make use of this feature in your own project(s) or know of any basic examples that could be shared, please add them. This will make it easier to understand for future authors seeking assistance. Your contributions are greatly appreciated.

See also