[not a bug] A_Explode doesn't seem to work?

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anakin s.
Posts: 34
Joined: Sat Oct 22, 2005 16:25

[not a bug] A_Explode doesn't seem to work?

Post by anakin s. »

Here's what I have:

Code: Select all

ACTOR StormBolt1_1 : HammerMissile
{
	DONTHURTSHOOTER
	Damage 10
	Speed 25
	SeeSound ""
	DeathSound "FighterHammerExplode"
	ExplosionRadius 16
	ExplosionDamage 16
	States
	{
	Spawn:
		FHFX A 2 bright
		FHFX B 2 bright A_PlaySound("FighterHammerContinuous")
		FHFX CDEFGH 2 bright
		Loop
	Death:
		FHFX IJ 3 bright
		FHFX K 3 bright A_Explode
		FHFX LM 3 bright
		FHFX N 3
		FHFX OPQR 3 bright
		Stop
	}
}

ACTOR StormBolt1_2 : StormBolt1_1
{
	Damage 10
	ExplosionRadius 32
	ExplosionDamage 32
}

ACTOR StormBolt1_3 : StormBolt1_1
{
	Damage 10
	ExplosionRadius 48
	ExplosionDamage 48
}

ACTOR StormBolt1_4 : StormBolt1_1
{
	Damage 10
	ExplosionRadius 64
	ExplosionDamage 64
}
The problem is that my projectiles don't have any splash damage and consequently, they're much weaker. Since they're inherited, they all use A_Explode in their Death states, and the only thing I changed was the explosionradius and explosiondamage. What's wrong?

EDIT: I copied and pasted the explosion sequence and now I get the explosion. The problem now is that it also hurts me, even with DONTHURTSHOOTER set. I still think A_Explode should be heritable.

EDIT: I copied and pasted the DONTHURTSHOOTER also. Are only certain things heritable and others not? I was under the impression that everything was heritable unless redefined for a specific actor. In this case, for leveling up, I'd have to copy and paste entire explosion sequences for many projectiles, which takes up space and makes things more cluttered.
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Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
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Post by Graf Zahl »

Explosion parameters are not inherited. All your projectiles use 16 - which is simply not enough to do any damage at all. Your explosion radius has to be larger than the projectile's radius itself.
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