[not a bug]EXTREMEDEATH doesn't work outside Railgun attacks

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TheDarkArchon
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[not a bug]EXTREMEDEATH doesn't work outside Railgun attacks

Post by TheDarkArchon »

I should have posted this one ages ago but +EXTREMEDEATH doesn't seem to work outside railgun attacks. For example, use the Alpha Unmaker's primary fire from the WRW (or Tainted Decorum) on an imp (or if you're using Tainted Decorum, Pinkies would make a better example) and most of the time, it won't gib (when it does, it's because it's gibbing under normal conditions. This won't happen on TD's pinkies.). Power it up using the "powerup" console cheat and kill another imp/pinky and it will gib, like it's supposed to.
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Post by TheDarkArchon »

No-one else has noticed this?
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Post by DoomRater »

Extremedeath seems to be working fine on my end, when I use it on my weapon I'm making for Weasel.
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Graf Zahl
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Post by Graf Zahl »

You have to put the flag on the projectile for a projectile weapon. Only for hitscan weapons it should be on the weapon. This is different than the old EXTREME_DEATH flag and precisely the reason why I removed the old flag. Its behavior is not consistent and can be broken by changing the weapon at the wrong moment.
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Post by TheDarkArchon »

The thing is I'm using a hitscan weapon.

EDIT: But it works when I put the flag on the puff :?
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Graf Zahl
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Post by Graf Zahl »

Right. The damage inflictor for hitscan weapons is the puff (but only if it is spawned.) That's something I can't change so you have to live with it.

Sorry for the mess but consider this flag broken for the time being. The code to handle the EXTREMEDEATH flag has to be changed anyway when I implement the new damage system from ZDoom 2.1.0.
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Post by Enjay »

Ahhh! Would this explain something I have noticed in the last couple of days too? You have seen that I've been giving some weapons a secondary fire that is like the Cleric Mace from Hexen. However, I've tried to make it so that the attack cannot gib anyone (using +NOEXTREMEDEATH on the weapon) but it still does. The puff I have used for the secondary attack is the Hexen Hammerpuff (which I wanted because of the way it handles sounds). Presumably if I make a new puff that inherits from the Hammerpuff and then give the new puff "+NOEXTREMEDEATH" and allocate it to my secondary attacks, I'll be able to get the sound behaviour I want and avoid the attack gibbing monsters?
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Post by TheDarkArchon »

Yes.
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Post by Graf Zahl »

Consider all of this not final! The current behavior is undesirable but I can't fix it for good unless I know how Randy will implement his improved damage system. Otherwise we will run into incompatibilities.
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Post by Enjay »

Well, the above fix certainly works for my weapon for the moment. Guess we'll just have to wait and see which direction Randy takes things. Image

(Whistle emoticon seems to be broken BTW.)
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