- attached unknown.png
[#bugs] Minor/modding: Missile weapons that deal zero BaseDamage (such as the defoliant ...
Marked for crossposting by: exsanguination microtubules
Message (jump):
<exsanguination microtubules> Minor/modding: Missile weapons that deal zero BaseDamage (such as the defoliant pump and normality pump) still fill up the message log with multiple penetration messages each time they're fired, even though their "projectiles" aren't meant to do any damage or penetrate anything. These really clutter up the message log especially when creating modded weapons that are meant to do something other than damage and would like to add their own custom messages. Would be nice to have an event or method to suppress messages when BaseDamage == 0. For example, maybe respect if the mod returns
false
from theProjectileHit
event.
Comments (6)
-
reporter -
Certainly not urgent (and feel free to close as Wontfix if desired) but this is one example of a variety of things that makes modding missile weapons difficult.
Right now I resorted to adding
<tag Name="Nullphase" />
to my projectile to prevent it from hitting anything, and then I handle my own “hit” logic and messaging in theProjectileEntering
event. However, that presents some challenges since the projectiles now go through walls
-
repo owner -
assigned issue to
- edited description
-
assigned issue to
-
- changed status to open
-
- marked as proposal
-
- changed status to resolved
In next update, Projectile will support a field Quiet that can be turned on to suppress hit messages when BaseDamage="0". Hypertractors, normality gas pumps, defoliant pumps, and fungicide pumps will be using it.
- Log in to comment