Enjay
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There's nothing official, but here's the most recent ones. Most of them set or unset a bit. The code pointers are allocated to a frame, and from that frame on, the item will have the behaviour resulting from the modified bits. The procedure can be reversed using the opposite pointer. So making a monster temporarily invulnerable is possible.
Anyway, here they are...
SetFloorClip,
UnSetFloorClip,
Can be used to set whether a monster "sinks" into floor clipping floors defined in the texture lump (like how Heretic liquids behave). May be useful for a flying monster you don't want to floor clip, but you may want its dead body to if it falls on water. I think the cacodemon in Zdoom does something like that.
HideThing,
UnHideThing,
toggles totally hiding an item from view. I think it totally removes it from the automap (checked with IDDT) and everything. Like the green water serpents in Hexen when they are "under water". Do a kill monsters when they are submerged, and they get missed.
SetInvulnerable,
UnSetInvulnerable,
Hopefully pretty obvious. When active, the monster is invulnerable.
SetReflective,
UnSetReflective,
Toggles whether projectiles will bounce off the item.
SetReflectiveInvulnerable,
UnSetReflectiveInvulnerable,
Sets invulnerable and reflective - like the Hexen centaurs with their shields raised.
SetShootable,
UnSetShootable,
Again, I think this s pretty obvious.
NoGravity,
Gravity,
Allow a monster to toggle between being a floater or a walker. This doesn't mean the monster will suddenly "take off", unless it has a reason to rise, but it does give it the ability to take off.
Edit: Thanks again Sphagne. Although this, being new stuff, isn't on my page yet.
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Last edited by Enjay on 02-07-03 at 19:39
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