target_powerup convertion: "powerup" to "spawnflags"
Hello.
Just reminding about my old request on lugor forums (ages ago, heh):
target_powerup
Spawnflags:
"0" - (0) Nothing.
"1" - (1) Quad Damage (based on g_guadfactor value)
"2" - (2) Protection to: acid/lava/radius damage - 100%, All types of damage - 50%
"4" - (3) Force Pull Effect (Body)
"8" - (4) Red Flag (Red Glow)
"16" - (5) Blue Flag (Blue Glow)
"32" - (6) Neutral Flag (White Glow), also a Stash Effect.
"64" - (7) Battle Shield Effect (Pulsating aura)
"128" - (8) Dodge Effect (Source: Force Seeing 3-rd rank)
"256" - (9) Force Push Effect (Hand)
"512" - (10) Force Speed Effect
"1024" - (11) Cloak Effect (Invisibility)
"2048" - (12) Light Force Enlightenment
"4096" - (13) Dark Force Enlightenment
"8192" - (14) Force Boon
"16384" - (15) Ysalamiri (Yellow Bubble, absorbs a force)
"32768" - (16) Invulnerability (Green Bubble, absorbs force & damage)
Keys:
"powerup" - useless key now
"time" - count in mms, alternative "wait" key
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I remember that it was fine supported...
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i dont see a problem with powerup the way it is now
so far this seems good
i could like it by spawnflags
Actually, you have to place for ex: 3 powerups to make a nice looking effect for some quest, but with this it could be done with only one entity.
And "powerup" key should stay as it is now, to not ruin the old entities placed on maps (unless robo do some system powerup -> spawnflags conversion)
lazyness, so far invulnerability one is not needed
just use /undying or /god
adding invulnerabilty powerup just fuck ups more gameplay
Given the logical entity system (that's in the current versions, right? I remember messing with it in the RPD server but don't remember if he actually implemented it in public release... anywhoooo), why not just place multiple powerups with the same targetname?
,spawnflags, would probably be more efficient, but don't replace ,powerup, with it. Just add them on so old powerups will still work.
| Status: | Pending | » | Accepted |
Alright, this won't take too much work, nor will it break anything.
Just FYI, the invulnerability power up hack was removed in 2.4.3, guess I have to re-add it later.
ya as long as it's non breaking and backwards compatible, why not ;d
Its making me miss flipside's utility XD.
I had previously added invulnerability to target_powerup, but removed it later on. Invulnerability does not use the powerup system, its a separate variable in the code such as the full body lightning and body shield effects. I will probably make a new entity to handle the many non-powerup player effects in the game (invulnerability, fall to death blackout, electrocution, and so forth).
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<strong>2 iMp</strong>
You have not noticed a 2nd major thing: 16th powerup - green bubble of invulnerability.
And yes, as NikitaRus said - it could be more comfortable to use 1 entity for multiple effect.
Also, "wait" is not so good name for key... much worse than "time".