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giving immunities to objects
Posted: Fri Sep 28, 2012 8:43 am
by Shloogorgh
I noticed that monsters can have immunity to damage types, so when I was making a destructible version of the cave in, I attempted to give it immunities to a lot of different damage types.
cloneObject{
name = "destructable_dungeon_cave_in",
baseObject = "dungeon_cave_in",
health = 100,
evasion = -1000,
hitSound = "impact_blade",
brokenModel = "assets/models/env/floor_dirt.fbx",
immunities = { "poison", "assassination", "fire", "backstab", "cold", "shock" },
}
I tested it in game and everything works except the immunities: I was able to damage it with my fire spells. What gives?
Re: giving immunities to objects
Posted: Fri Sep 28, 2012 12:26 pm
by Blichew
Isn't that only monsters can have immunities ?
Re: giving immunities to objects
Posted: Fri Sep 28, 2012 9:22 pm
by Shloogorgh
Ah, that's a shame
Re: giving immunities to objects
Posted: Fri Sep 28, 2012 9:47 pm
by Montis
you should be able to achieve that with a custom onDamage hook like
Code: Select all
if damageType == "poison" then
return false
end
Re: giving immunities to objects
Posted: Fri Sep 28, 2012 10:57 pm
by Shloogorgh
That's a great idea, but it doesn't seem to work for me. Tried to make it immune to fire, but right now fire spells seem to work normally
Code: Select all
cloneObject{
name = "destructable_dungeon_cave_in",
baseObject = "dungeon_cave_in",
health = 100,
evasion = -1000,
brokenModel = "assets/models/env/floor_dirt.fbx",
onDamage = function()
if damageType == "fire" then
hudPrint("Seems to have no effect")
return false
else
playSound("impact_blade")
end
end
}
Re: giving immunities to objects
Posted: Sat Sep 29, 2012 12:48 am
by Blichew
Seems like you have an error in your onDamage function - it should have 3 parameters, like here:
Code: Select all
cloneObject{
name = "destructable_cave_in",
baseObject = "dungeon_cave_in",
health = 100,
evasion = -1000,
brokenModel = "assets/models/env/floor_dirt.fbx",
onDamage = function(self, damage, damageType)
if damageType == "fire" then
hudPrint("Seems to have no effect")
return false
else
playSound("impact_blade")
end
end
}
Re: giving immunities to objects
Posted: Sat Sep 29, 2012 2:22 am
by Shloogorgh
ah, that did it, thanks