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Flammable

Do not harm to the same species. ACTOR DECORATE

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Hello, i was reading ZdoomWiki, and it says if i put this flags on actor

+NOINFIGHTING
+DONTHARMSPECIES
+DONTHARMCLASS

It will not harm the same actor. Well, they do not fight each other any more, but they still getting damage, and if i will keep this flags

+DONTHARMSPECIES
+DONTHARMCLASS

Zandronum says Unknown flag.

How can i stop Actor from harming the same actor?

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Normally, monsters of the same class tree don't harm or infight with each other if they hit each other with projectile attacks. The DONTHARM* flags are only relevant for when those monsters' attacks utilize splash (explosive) damage.

If you have two or more monsters of different class tree that you don't want to harm each other, and thus infight, then you use the Species actor property to assign them to the same species.


As for Zandronum not recognizing the flags, well that means it doesn't have them. A lot of ZDoom (new) features haven't been imported into Zandronum, still. And to be honest, the Species property could be one of them.

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Blue Shadow said:

Normally, monsters of the same class tree don't harm or infight with each other if they hit each other with projectile attacks. The DONTHARM* flags are only relevant for when those monsters' attacks utilize splash (explosive) damage.

If you have two or more monsters of different class tree that you don't want to harm each other, and thus infight, then you use the Species actor property to assign them to the same species.


As for Zandronum not recognizing the flags, well that means it doesn't have them. A lot of ZDoom (new) features haven't been imported into Zandronum, still. And to be honest, the Species property could be one of them.


I was trying to set Species, but i did not got it work, how to set it?

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ACTOR Nazi replaces WolfensteinSS 84
{
//$Category monsters
Game Doom
SpawnID 116
Health 300
Radius 16
Height 44
Mass 100
Speed 12
Monster
+FLOORCLIP
+NOINFIGHTING
PainChance 30
BloodType "NashGore_Blood"
PainChance "Blood", 0
SeeSound "nazi/sight"
PainSound "nazi/pain"
DeathSound "nazi/death"
ActiveSound "nazi/sight"
AttackSound "nazi/attack"
damagefactor "MinorHead", 2.0
damagefactor "Head", 2.0
damagefactor "taunt", 0.0
damagefactor "Fatality", 2.0
damagefactor "plasma", 1.5
damagefactor "fire", 2.0
damagefactor "burn", 2.0
damagefactor "flames", 2.0
Obituary "%o got shot by Schutzstaffel Nazi Soldier."
States
{

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Blue Shadow said:

Like this:

ACTOR NewImp : DoomImp
{
  Species "Awesome"
}
The species name can be anything.


For some reason it does not work. But i have found a solution.

I have edited the Missile. Before it was just BulletPuff, and i have made a new actor, based on BulletPuff, with special damage type.

add to actor
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
PainChance "Nazzz", 0
damageFactor "Nazzz", 0

Missile:
NAZI E 30 A_FaceTarget
NAZI F 5 Bright A_CustomBulletAttack(10, 7, 1, random(10,15), "BulletPuffNazi", 0)
NAZI E 3 A_FaceTarget
NAZI F 5 Bright A_CustomBulletAttack(10, 7, 1, random(3,10), "BulletPuffNazi", 0)
NAZI E 3 A_FaceTarget
NAZI F 5 Bright A_CustomBulletAttack(10, 7, 1, random(1,15), "BulletPuffNazi", 0)
NAZI E 3 A_CPosRefire
Goto Missile+1
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
ACTOR BulletPuffNazi : BulletPuff
{
Game Doom
SpawnID 131
+NOBLOCKMAP
+NOGRAVITY
+ALLOWPARTICLES
+RANDOMIZE
DamageType "Nazzz"
RenderStyle Translucent
Alpha 0.5
VSpeed 1
Mass 5
States
{
Spawn:
PUFF A 4 Bright
PUFF B 4
// Intentional fall-through
Melee:
PUFF CD 4
Stop
}
}
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Thanks for the answer.

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