[Feature suggestion] Custom Damage Types

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Epoch
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[Feature suggestion] Custom Damage Types

Post by Epoch »

I know a similar thing has already been suggested, but would it be possible to create a set of flags to create custom damage types and immunities?

I was think of something along the lines of:

Code: Select all

Damage "blah"
// Defines damage of type blah
// Anything with this flag deals this type of damage
// only one damage type per object
Immunity "blah"
// Object ignores damage of type blah
This would be useful if you have some type of monster that uses lots of rippers or similar attacks, but which you don't want to be constantly invunerable whenever it attacks for fear of it killing itself.
Also, it could be used to create a large set of monsters that cannot damage each other without having any inherited stuff.
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Enjay
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Post by Enjay »

My guess is this is the kind of thing that might be possible once Randy has a version of Zdoom out that allows custom states. Graf is keen to keep things like this in step with Zdoom, and not waste time doing stuff that he will have to re-write once Zdoom updates. So, the best place to mention this would probably be over at Zdoom.org
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Graf Zahl
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Post by Graf Zahl »

Exactly that is the case, considering that custom damage types are already implemented in Randy's working code.
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Epoch
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Post by Epoch »

Damn. :sniped:
Okay then.
I'll wait for that.

GODDAMNYOURANDY!!! :plasma:

Seriously, if Randy doesn't release this soon I'll go crazy, especially as he's the only thing keeping Carn from making a better ST version.
Damn, if only ST had 3d floors.
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