[#bugs] Minor/modding: Missile weapons that deal zero BaseDamage (such as the defoliant ...

Issue #1271 resolved
Freehold Games Bot Account created an issue

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 the ProjectileHit event.

Comments (6)

  1. exsanguination microtubules

    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 the ProjectileEntering event. However, that presents some challenges since the projectiles now go through walls 🙃

  2. chaos

    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.

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