View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003358||The Dark Mod||AI||public||26.03.2013 19:18||28.03.2013 00:19|
|Priority||normal||Severity||normal||Reproducibility||have not tried|
|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.
|Tags||No tags attached.|
maps (1).zip (1,903 bytes)
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:
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.
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.
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.
Use this for damage_cannonball:
"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.
|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|