Feature #361

Add damage-flag for func_explosives, script_movers, etc

Added by keMoN over 5 years ago. Updated over 2 years ago.

Status:New% Done:

30%

Priority:NormalSpent time:-
Assignee:IR4T4
Category:Mod generic
Target version:2.78
OS: Arch:

Description

Add a "flame_damage_only" damage-flag for func_explosives, script_movers, etc. along with "explosive_damage_only".

Implementing this feature would allow mappers to create a new generation of mapobjectives and gameplay-tweaks.

I understand that this raises several issues, since the maps would only run on ET:Legacy and not on ET:2.60b or any previous versions.
I myself consider this not to be that much of a problem since ET:Legacy should replace the old ones anyway.
Another issue would be the molotov cocktail in JayMod which also has flame_damage, but makes the goal of this change, to give the soldier some proper purpose, useless.

Anyway, let me know what you think!
Regards

Associated revisions

Revision 52eb66c7
Added by IR4T4 over 5 years ago

mod: new spawnflag 1024 - flamer damage only - for script_movers refs
#361

History

#1 Updated by Dragonji over 5 years ago

The main goal of this project is to fix bugs, remove old dependencies and make it playable on all major operating systems while still remaining compatible with the ET 2.60b version (...)

#2 Updated by keMoN over 5 years ago

I do see that, but adding this feature doesn’t work against any of these goals. It will still be compatible with the older versions.
The maps using this feature simply won’t be.

#3 Updated by Radegast over 5 years ago

keMoN is absolutely right. I created a separate topic (Compatibility mode) in case you want to discuss ET:L 2.60b compatibility further.

#4 Updated by IR4T4 over 5 years ago

I like this idea but it’s not done in 5 min ... also the bots have to deal with it.

#5 Updated by IR4T4 over 5 years ago

  • Target version set to 2.71rc4

#6 Updated by IR4T4 over 5 years ago

  • Category set to Mod generic
  • % Done changed from 0 to 30

I did add spawnflag 1024 to script_movers which is flamer damage only.

Whenever we add new spawnflags start with 1024.

#7 Updated by IR4T4 over 5 years ago

  • Target version changed from 2.71rc4 to 2.78

#8 Updated by keMoN over 5 years ago

Thanks for implementing the spawnflag for script_movers! It just came to my mind that script_movers need trigger_objective_info to work and a map is quite limited in their amount. You need them for basically any main objective with "You are near ..."

Could you also implement a new constructible class for func_explosives/func_constructibles?
class 1 being grenade/airstrike
class 2 being satchel/dynamite
class 3 being dynamite
class 4 being flamethrower
Those entities are easier to handle and also need fewer effort, since they standardly call their "target" on death.
Plus you could implement more of those objectives, because you are not limited in the func_explosive/_constructible amount

#9 Updated by Radegast over 5 years ago

I just want to mention that when this is done we have to heavily document it in the wiki and create a simple map where it is applied, so people will know how to use it. Otherwise everyone would soon forgot that there ever was something like this.

#10 Updated by keMoN over 5 years ago

"Heavily document" - wouldn’t a statement that this is actually possible be sufficient?
Also regarding the map. I have an old project lying around that would have a perfect scenario for func_explosives with flamedamage. But I need it as constructible class, because like I said, trigger_objective_info are limited and you have to clear a rather large area.

#11 Updated by IR4T4 about 3 years ago

  • Assignee set to IR4T4

#12 Updated by keMoN over 2 years ago

Found a bit more background info in the wiki, maybe it helps for implementing that for func_explosives.
Script_movers already are implemented thanks to Irata.

http://magics-territory.com/et/et_info/level_designers_reference/etdocs/construction.html

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