Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Darkforce002

friendly monster help

Recommended Posts

Im making a few monster escort levels and im wondering is there
some way to make friendly (and/or unfriendly)
monsters follow the player (ACS or DECORATE).
instead of being behind the monster and forcing it to go the direction you want to go, or having to
go slowly through the level and try to gain the monsters
attention again. Im using the UDMF format.

Share this post


Link to post
Darkforce002 said:

Im making a few monster escort levels and im wondering is there some way to make friendly (and/or unfriendly) monsters follow the player (ACS or DECORATE). instead of being behind the monster and forcing it to go the direction you want to go, or having to go slowly through the level and try to gain the monsters attention again. Im using the UDMF format.

1. To create a friendly actor, use the +FRIENDLY flag in the DECORATE definition.
2. Refer to this ZDooM thread on how to use DECORATE in conjunction with ACS to create an actor that follows the player.
3. I don't know how to make the actor lead the player, but there may be a creative ACS way to pull this off.

Share this post


Link to post

Friendly (or ally) is also a thing flag you can put on the thing right in the map editor. If you look at the "Edit Thing" window in DB2 (which I assume you use since you mention UDMF), you'll see the list of checkboxes features skill 1 to skill 5, deaf, single player, deathmatch, cooperative, FRIENDLY, dormant, standing, ALLY, translucent, invisible, etc.



Currently, friendly and ally are identical in ZDoom. Eventually friendly monsters ought to behave slightly differently, but there are many issues to solve before MBF-style friendliness can be fully implemented, so it's the Strife-style ally behavior that's used for now.

Share this post


Link to post

ReX
1.I know how to make monsters friendly.
2. I'll look in to that.
thanks for help.

Gez
I also know that, but thanks anyways. (no joke Intended)

Share this post


Link to post

srry for the double post, but for some reason doom builder 2 is being dumb, it's saying Thing_ChangeTID is not declared

the script is

script 1 enter
{
Thing_ChangeTID(0, 1000 + 1);
PrintBold(s:"Good Luck!\n");
Delay(200);
SetActorProperty(1, "APROP_Health", 1000);
}

Share this post


Link to post
Mithran Denizen said:

You probably forgot an important line at the top of your scripts lump; make sure this is in there:

#include "zcommon.acs"


What was I thinking? :confused:
I know that, im just forgeting to part on.
thanks for reminding me.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×