DoomPhreak Posted June 8, 2016 In my Gameplay Settings, I already set "show damage numbers" to false. But apparently that only pertains to damage done by the player. If demons are damaged by hazards, such as fire, explosion, etc., their damage numbers still appear floating near them when they get hurt by those hazards. Is there a way to disable those also, or is this another one of Snapmap's shortcomings? 0 Share this post Link to post
VentedPennies Posted June 8, 2016 Yeah, I don't know of a way around it. 0 Share this post Link to post
xTWx PREDATOR X Posted June 8, 2016 I have also come across this. It's annoying. Hopefully will get patched. 0 Share this post Link to post
Jesric1029 Posted June 8, 2016 Very annoying. On my zombies map I wanted to have flaming zombies slowly shambling out of the fire. Seeing them coming at you on fire is intense unfortunately seeing "20" over and over makes the whole event seem silly. 0 Share this post Link to post
VentedPennies Posted June 8, 2016 Can you just make the fire not do damage? Or put an invisible hazard that only affects players over the fire (after you've removed the damage)? Is it possible to use filters for hazards? You could also put a player blocking volume to stop people into moving into the fire. There's plenty of ways to still get that cool aesthetic! go for it 0 Share this post Link to post
Jesric1029 Posted June 8, 2016 Unfortunately for my strategy that wouldn't work. If the damage is set to 0 I'm pretty sure that the zombies wouldn't catch on fire which would ruin the point. This is just one of those things they need to fix. As a programmer I'm familiar with the complexity and logic of doing certain things. Changing whether the fire displays damage for the demons wouldn't require that much work at all on the Dev's part, nor would adding a demon-blocking object which is really needed. 0 Share this post Link to post
Chubzdoomer Posted June 8, 2016 It sounds like an oversight to me. If Damage Numbers are disabled, they shouldn't show up no matter how enemies are damaged. I almost guarantee you the SnapMap guys overlooked it and forgot to apply the "no damage numbers" logic to hazard-based damage. 0 Share this post Link to post
Jesric1029 Posted June 8, 2016 I agree with you 100%. It seems like some of the aspects of SnapMap were rushed through. 0 Share this post Link to post