View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0003358 | The Dark Mod | AI | public | 26.03.2013 19:18 | 28.03.2013 00:19 |
Reporter | sotha_sil | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 1.08 | ||||
Target Version | TDM 2.00 | Fixed in Version | TDM 2.00 | ||
Summary | 0003358: Cannonball damages player differently than AI | ||||
Description | A cannonball fired at an AI hurts him. A cannonball fired at the player kills him. http://forums.thedarkmod.com/topic/14615-watch-out-for-sudden-death/page__view__findpost__p__308076 | ||||
Tags | No tags attached. | ||||
Attached Files | |||||
If I change damage_cannonball to inherit from damage_moveable (the cannonball is a moveable), then the effect on the AI and the player is similar. However, back when I was experimenting with dropping crates on AI, we decided that moveables should not kill AI. What happens with a moveable is that it will take no more than 1/2 of the actor's health each time it hits. So with each cannonball hit, the guard's health goes down like this: 100->50->25->12->6->3->1->1->1 ... If the intent is to kill the guard with the cannonball (which makes sense), I need to add a spawnarg to damage_moveable that allows that to happen. |
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In 1.08, moveables with enough mass can kill AI with small mass (<5). AI with larger mass aren't allowed to be killed. By adding a "kill_all" spawnarg to damage_moveable, we'd skip the small mass check. I would also have the code look at any "damage" spawnarg on the object itself, letting that override what's in damage_moveable. Then the mapper could adjust the object's "damage" value to whatever, and tweak it so it takes N hits to kill. Oddly enough, velocity isn't used. I don't remember exactly why, but I think it's because the code is run after the collision, at which point the velocity of the moveable could be anything, including moving away from the AI. |
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Add “kill_all” spawnarg to damage_moveable. If “1”, moveables are allowed to kill AI. Default is “0”. Code will read the "damage" spawnarg on the moveable, letting it override the "damage" setting in damage_moveable. rev. 5727: Actor.cpp Player.cpp |
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Use this for damage_cannonball: entityDef damage_cannonball { "inherit" "atdm:damage_moveable" "damage" "15" "push" "6" "kill_all" "1" "editor_usage" "Damage effect when a cannon ball hits an AI. Gotta hurt, that one. heh." } The "damage" setting of "15" will kill an AI or the player in 2 or 3 strikes. |
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Date Modified | Username | Field | Change |
---|---|---|---|
26.03.2013 19:18 | grayman | New Issue | |
26.03.2013 19:18 | grayman | Status | new => assigned |
26.03.2013 19:18 | grayman | Assigned To | => grayman |
26.03.2013 19:18 | grayman | File Added: maps (1).zip | |
26.03.2013 19:19 | grayman | Reporter | grayman => sotha_sil |
26.03.2013 19:19 | grayman | Assigned To | grayman => |
26.03.2013 19:19 | grayman | Assigned To | => grayman |
26.03.2013 19:19 | grayman | Status | assigned => new |
26.03.2013 19:20 | grayman | Assigned To | grayman => |
27.03.2013 00:33 | grayman | Assigned To | => grayman |
27.03.2013 00:33 | grayman | Status | new => assigned |
27.03.2013 01:22 | grayman | Note Added: 0005244 | |
27.03.2013 12:09 | grayman | Note Added: 0005245 | |
28.03.2013 00:17 | grayman | Note Added: 0005248 | |
28.03.2013 00:19 | grayman | Note Added: 0005249 | |
28.03.2013 00:19 | grayman | Status | assigned => resolved |
28.03.2013 00:19 | grayman | Resolution | open => fixed |
28.03.2013 00:19 | grayman | Fixed in Version | => TDM 2.00 |
28.03.2013 00:19 | grayman | Target Version | => TDM 2.00 |