View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000226 | Gameplay + OpenGL | [All Projects] Bug | public | 2017-02-09 17:04 | 2017-02-15 14:20 |
| Reporter | FishyClockwork01 | ||||
| Assigned To | |||||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Summary | 0000226: Setting DamageFactor 0 on a PowerProtection item doesn't make you immune | ||||
| Description | To be specific DamageFactor that is non-zero works as intended. It's just that, right now, it's impossible to be completely immune to a specific damage type. For example, this should make you immune to melee damage, but it only minimizes it. Class PowerT : PowerProtection { Default { ActiveSound "pain/pain"; DamageFactor "Melee", 0; } } Class T : InvulnerabilitySphere { Default { Powerup.Type "PowerT"; } } | ||||
| Steps To Reproduce | Save the above code as zscript.txt and drag-drop it on gzdoom. Give yourself the T item, summon a Demon (Pinky) and let it bite you. It should cause some damage even though it's not supposed to. | ||||
| Tags | No tags attached. | ||||
| Unfortunately I seem to be having this issue, and it sort of breaks my "evasion" mechanic which relies on setting Damagefactor to "0" as well, so I'm hoping this gets addressed soon. :o | |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2017-02-09 17:04 | FishyClockwork01 | New Issue | |
| 2017-02-11 23:35 | LordMisfit | Note Added: 0000524 | |
| 2017-02-15 14:20 | Graf Zahl | Status | new => resolved |
| 2017-02-15 14:20 | Graf Zahl | Resolution | open => fixed |