invictius Posted March 24, 2013 I'm trying to modify this amazing wad which was reviewed in newstuff # 413 where the over-poweredness of the friendly A.I was, quite rightly, criticised. I've never touched zdoom scripting, but I believe I have a motivation to do so now. Going by what I've pasted below (a very small part of the decorate script) I'm guessing that the normal player health is 100? And the higher the pain chance value is to, well, increase pain chance rather than decrease it? Also, if anyone has any tips on making the gameplay more balanced, then please do let me know. //***************************************************** // Friend:usmc //***************************************************** ACTOR US_Cap : biafriends { Health 1900 Radius 10 Height 56 Speed 20 PainChance 2 MaxStepHeight 32 MaxDropoffHeight 32 MONSTER DONTHURTSHOOTER +LOOKALLAROUND +FRIENDLY +FLOORCLIP +PUSHABLE +NOBLOCKMONST +NOTARGET +QUICKTORETALIATE +DONTSPLASH +DONTBLAST +FIXMAPTHINGPOS +NORADIUSDMG +SLIDESONWALLS +FORCEXYBILLBOARD +ACTIVATEIMPACT +DONTHURTSPECIES +MISSILEMORE +CANUSEWALLS +NOVERTICALMELEERANGE seesound "USC/sight" AttackSound "MP5/shot" painsound "USC/pain" deathsound "USC/die" activesound "USC/sight" dropitem "FMP5" 256 dropitem "dogtag1" 256 States { Spawn: DPOS AB 10 A_Look Goto See See: DPOS AABBCCDD 3 A_Chase DPOS A 0 A_Jump(6,"giveammo") TNT1 A 0 A_Jump(64,"ClearTarget") Loop ClearTarget: TNT1 A 0 A_ClearTarget Goto See giveammo: DPOS A 0 A_CustomMissile ("ammobag_us", 40, 30, 20, 2, 3) Goto See Missile: DPOS E 1 A_FaceTarget TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3) DPOS E 0 A_Jump(8,"snipe") TNT1 E 0 A_custommissile("bia_gunflash",30,0) DPOS F 2 Bright A_CustomBulletAttack (2, 2, 1, 6, "BulletPuff") TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3) TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0) DPOS E 1 A_CPosRefire TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3) Goto Missile+1 snipe: TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3) DPOS E 10 A_FaceTarget TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3) DPOS E 0 A_PlaySound("MP5/shot") TNT1 E 0 A_custommissile("bia_gunflash",30,0) DPOS F 1 Bright A_VileAttack("snipe/shot", 20, 15, 3) TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0) DPOS E 5 A_CPosRefire TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3) Goto Missile+1 Pain: DPOS G 4 DPOS G 4 A_Pain Goto See Death: DPOS H 8 APOS I 7 A_Scream APOS J 7 A_Fall APOS K 7 APOS L -1 Stop } } 0 Share this post Link to post
Gez Posted March 24, 2013 You can find explanations of pretty much everything in that code on the ZDoom wiki; mostly from these three pages: http://zdoom.org/wiki/Action_functions http://zdoom.org/wiki/Actor_flags http://zdoom.org/wiki/Actor_properties 0 Share this post Link to post