Starke Von Oben Posted September 22, 2009 I'm basing my enemies on Captain Toe Nail's Nazis, merely replacing the uniforms to Grey. I copied the code that I wanted (Machine Gun Guard, Rifle Guard & Pistol Guard) and pasted it into my decorate lump. So far so good, and everything works fine. That is until I notice that they are able to kill eachother now, which they didn't previously in Toenail's mod. I can't see why this is happening, and I appear to have copied all the relevant information. My code looks like this: //German Soldiers //Code by Captain Toenail //Pistol Guard actor PistolGuard 10600 { obituary "%o was shot by a soldier." health 50 radius 20 height 56 mass 100 speed 8 painchance 64 decal "bulletchip" maxtargetrange 1024 damagefactor "nazi", 0 seesound "nazi/sight" attacksound "nazi/pistol" painsound "nazi/pain" deathsound "nazi/death" activesound "nazi/active" MONSTER +FLOORCLIP states { Spawn: WHPG A 10 A_Look loop See: WHPG BBCCDDEE 3 A_Chase loop Missile: WHPG LM 5 A_FaceTarget FirePistol: WHPG N 4 bright A_CustomBulletAttack (6, 6, 1, 1, "NaziPuff", 1024) WHPG M 12 A_SentinelRefire loop Pain: WHPG F 3 WHPG F 3 A_Pain goto See Death: WHPG G 5 WHPG H 5 A_Scream WHPG I 5 A_NoBlocking WHPG J 5 WHPG K -1 stop } } //Rifle Guard actor RifleGuard 10601 { obituary "%o was sniped by a soldier." health 50 radius 20 height 56 mass 100 speed 8 painchance 64 decal "bulletchip" damagefactor "nazi", 0 seesound "nazi/sight" attacksound "nazi/rifle" painsound "nazi/pain" deathsound "nazi/death" activesound "nazi/active" MONSTER +FLOORCLIP +MISSILEMORE states { Spawn: WHRG A 10 A_Look loop See: WHRG BBCCDDEE 3 A_Chase loop Missile: WHRG LM 5 A_FaceTarget FireRifle: WHRG N 4 bright A_CustomBulletAttack (3, 3, 1, 10, "NaziPuff", 0) WHRG M 36 A_SentinelRefire loop Pain: WHRG F 3 WHRG F 3 A_Pain goto See Death: WHRG G 5 WHRG H 5 A_Scream WHRG I 5 A_NoBlocking WHRG J 5 WHRG K -1 stop } } //Machine Gun Guard actor MGunGuard 10602 { obituary "%o was gunned down by a soldier." health 50 radius 20 height 56 mass 100 speed 8 painchance 64 decal "bulletchip" damagefactor "nazi", 0 seesound "nazi/sight" attacksound "nazi/machinegun" painsound "nazi/pain" deathsound "nazi/death" activesound "nazi/active" MONSTER +FLOORCLIP states { Spawn: WHMG A 10 A_Look loop See: WHMG BBCCDDEE 3 A_Chase loop Missile: WHMG LM 5 A_FaceTarget FireMgun: WHMG N 2 bright A_CustomBulletAttack (8, 8, 1, 1, "NaziPuff") WHMG M 2 A_CPosRefire loop Pain: WHMG F 3 WHMG F 3 A_Pain goto See Death: WHMG G 5 WHMG H 5 A_Scream WHMG I 5 A_NoBlocking WHMG J 5 WHMG K -1 stop } } How can I stop these enemies from killing eachother? 0 Share this post Link to post
Mr. Freeze Posted September 22, 2009 Woolie Wool mad a DEH lump for Mutiny that told enemies to ignore each other. Ask him. 0 Share this post Link to post
Gez Posted September 22, 2009 Where's the code for the NaziPuff? What Toenail used was damagefactors. The enemies don't infight because they don't hurt each other. You can see this line on each monster:damagefactor "nazi", 0That means that the factor for damage of type "nazi" is 0, and you know that anything multiplied by 0 results in 0. Damage type for hitscan attacks is determined by the puff. You can see in the A_CustomBulletAttack calls that they use NaziPuff. So you need to make sure that your puffs do have the DamageType property and that the type declared there is the same (case doesn't matter, but typos do). 0 Share this post Link to post
Starke Von Oben Posted September 22, 2009 I assume it's something to do with damagefactor "nazi", 0, but I'm not sure. It's quite frustrating since I can't see any differences between this and the original code. In the original code the bullets from the Nazis don't kill eachother, they only hit the player. Aarrrrgh!!! >:( 0 Share this post Link to post
Starke Von Oben Posted September 22, 2009 Gez said:Where's the code for the NaziPuff? What Toenail used was damagefactors. The enemies don't infight because they don't hurt each other. You can see this line on each monster:damagefactor "nazi", 0That means that the factor for damage of type "nazi" is 0, and you know that anything multiplied by 0 results in 0. Damage type for hitscan attacks is determined by the puff. You can see in the A_CustomBulletAttack calls that they use NaziPuff. So you need to make sure that your puffs do have the DamageType property and that the type declared there is the same (case doesn't matter, but typos do). Thanks again Gez, I was missing this: actor NaziPuff : BulletPuff { attacksound "bullet/ricochet" damagetype "nazi" } I'm getting there slowly. Decorate isn't as daunting as it first looked :P Sorry for all these newbie questions, but they really do help. 0 Share this post Link to post