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Mega Man 8-bit Deathmatch => Bugs/Suggestions => MM8BDM Discussion => Closed => Topic started by: JaxOf7 on May 23, 2016, 04:19:30 AM

Title: [Future Suggestion] Lightning weapons and pierce armor
Post by: JaxOf7 on May 23, 2016, 04:19:30 AM
So lightning weapons greedily use +PIERCEARMOR because Junk Shield gets peirced by electric weapons and it is the only way in vanilla to gain armor.
But, say a mod wants to give a player another set of armor that doesn't get pierced by electricity? Or vanilla makes another method of gaining armor possible? (Actually, "Terminator" exists and gives armor... why would electricity pierce that?)
So the premise behind this feature is: have electric weapons fire a piercing and a non-piercing version at the same time. You are then always immune to either the piercer or non-piercer. Also, everything else is immune to the piercer so they dont' take double damage for no reason.
However, making everything immune to a damagetype requires the "damagetype declarations" (http://zdoom.org/wiki/Custom_damage_types) feature.
That's not in the current version of zandronum... but it seems to be in the beta.
So this is a suggestion for the future when that feature goes stable.

Mirror buster item gives armor that doesn't get pierced. Junk Shield item gives armor that gets pierced by lightning.
Also MM1FIR has a yellow electric-type trap.
(For current zandronum, non-players are vulnerable to the piercing damagetypes)
http://www.best-ever.org/download?file=armorpierce3.pk3

(For future zandronum, non-players properly immune to the piercing damagetypes)
http://www.best-ever.org/download?file=armorpiercev1.pk3

implementation notes:
*the piercers are fired first so they have priority for hitting things. Say you hit a 1 hp oil canister with spark shock. The piercer hits it and does nothing, the non-piercer then hits it, it explodes, no fuss. But if the non-piercer hit first... it would explode and then the piercer keeps going forward! What a mess!
*gemini laser is an electric weapon for testing purposes. bouncing weapons are a complex case, as there is randomness when they bounce off actors, so firing 2 at the same time isn't an option. I opted for "projectile layering" and keeping dead players solid for a bit so gemini lasers don't go through after killing an armored individual.
*the piercers are supposed to be +INVISIBLE in final implementation as that consumes less vid resources, but it is commented out at the moment for testing to make sure there is no way to seperate the piercers and non-piercers
Title: Re: [Future Suggestion] Lightning weapons and pierce armor
Post by: Messatsu on May 23, 2016, 02:01:12 PM
I agree that we should get Junk Shield off of using armor.  I've been bouncing ideas around in my head about using PowerProtection and flags to replicate the behavior, but nothing's concrete yet.  If you have any ideas that could work in the current version of ZDR, toss it forward.
Title: Re: [Future Suggestion] Lightning weapons and pierce armor
Post by: JaxOf7 on May 23, 2016, 05:05:24 PM
Er, I never said to get junk shield off armor.
This is about selective piercing.
Title: Re: [Future Suggestion] Lightning weapons and pierce armor
Post by: Messatsu on May 24, 2016, 01:36:47 AM
It seems implied in the post.  And TBH it's probably wise to do that anyway.
Title: Re: [Future Suggestion] Lightning weapons and pierce armor
Post by: Russel on May 28, 2016, 01:07:26 PM
I honestly had to think about this one for a while.

I'll go ahead and move it to Pending for now.

EDIT: since BE was taken down, here are the files mirrored on Dropbox.
https://www.dropbox.com/s/78c3qxbq218yknr/armorpierce3.pk3?dl=0 (https://www.dropbox.com/s/78c3qxbq218yknr/armorpierce3.pk3?dl=0)
https://www.dropbox.com/s/n36yn0lj6dn16lr/armorpiercev1.pk3?dl=0 (https://www.dropbox.com/s/n36yn0lj6dn16lr/armorpiercev1.pk3?dl=0)