NoVertugo
Newbie
Posts: 8
Registered: 12-12 |
Cacowad said:
turning point.
Novertugo this should work (i hope, i didn't tested it).
extracted from the wiki and modified, a patrol chaingun marine:
code:
ACTOR MarineChaingun2: ScriptedMarine
{
Game Doom
States
{
Missile:
Goto Super::Missile.Chaingun
Death:
PLAY H 10
PLAY I 10 A_Scream
PLAY J 10 A_NoBlocking
PLAY KLM 10
PLAY N 0 A_SpawnItemEx("Resurrector", 0, 0, 28, 0, 0, 0, 0, 0)
PLAY N -1
Stop
Raise:
PLAY MLKJ 5
PLAY I 5 Thing_ChangeTID (0, 60)
PLAY H 5 Thing_SetGoal (60, 200, 10, 0)
Goto See
}
}
ACTOR Resurrector : Archvile
{
Game Doom
Health 700000
Radius 1
Height 1
Mass 5000000
Speed 1
PainChance 0
Monster
-solid
-shootable
-countkill
SeeSound ""
PainSound ""
DeathSound ""
ActiveSound ""
MeleeSound ""
Obituary "this won't be necessary."
States
{
Spawn:
TNT1 A 10 A_Look
Loop
See:
TNT1 A 4 A_VileChase
Loop
Missile:
Stop
Heal:
TNT1 A 10
Goto Death
Pain:
TNT1 A 0
Goto See
Death:
TNT1 A -1
Stop
}
}
the actor named resurrector is a fake archvile that will resurrect the marine if he die, the code can be inproved by applying a delay to the death state or adding two additional states similar to this:
code:
Death:
PLAY H 10
PLAY I 10 A_Scream
PLAY J 10 A_NoBlocking
PLAY KLM 10
Sightcheck:
PLAY M 35 A_CheckSight ("FakeDeath")
Loop
FakeDeath:
PLAY M 0 A_SpawnItemEx("Resurrector", 0, 0, 28, 0, 0, 0, 0, 0)
PLAY M -1
Stop
the actor won't be resurrected as long the player (or a spectating player) see the corpose.
hope it finally work <.<
Thanks alot for this script cacowad, going to give this one a go. I was also wondering if there was a way to work in Thing_Setgoal after A_Respawn?
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