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Patrick

Wake up on spawn?

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I have made a decorate weapon that changes the enemy into a different enemy, but the only problem I'm running into is when the new enemy spawns. When the new enemy appears, it is idle; therefore an easy target for the player. Is it possible to make it spawn active?

Here are the relevant bits of code:

...
{
Death.Morph:
      FATB G 3 A_Die
      TNT1 A 0 A_UnSetSolid
      TNT1 A 0 A_CustomMissile("AlienMorpher",0,0,0,0)
      Stop
}

ACTOR AlienMorpher{

  States
        {
        Spawn:
         ...
         TNT1 A 1 A_SpawnItem("MorphedBadassAlien",0,0,0,0)
        Stop
        }
}


ACTOR MorphedBadassAlien //This Actor is 'asleep' when it is spawned
{
	Game Doom
	PainChance 255
	Monster
        ...
	States
	{
	Spawn:
		GRNT AB 5 A_Look
		Loop
	See:
		GRNT AABBCCDD 2 A_Chase
		Loop
        ...
	}
}

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Patrick said:

I have made a decorate weapon that changes the enemy into a different enemy, but the only problem I'm running into is when the new enemy spawns. When the new enemy appears, it is idle; therefore an easy target for the player. Is it possible to make it spawn active?

Here are the relevant bits of code:

...
{
Death.Morph:
      FATB G 3 A_Die
      TNT1 A 0 A_UnSetSolid
      TNT1 A 0 A_CustomMissile("AlienMorpher",0,0,0,0)
      Stop
}

ACTOR AlienMorpher{

  States
        {
        Spawn:
         ...
         TNT1 A 1 A_SpawnItem("MorphedBadassAlien",0,0,0,0)
        Stop
        }
}


ACTOR MorphedBadassAlien //This Actor is 'asleep' when it is spawned
{
	Game Doom
	PainChance 255
	Monster
        ...
	States
	{
	Spawn:
		GRNT AB 5 A_Look
		Loop
	See:
		GRNT AABBCCDD 2 A_Chase
		Loop
        ...
	}
}


Not a coder, but maybe the code that's commented "//This Actor is 'asleep' when it is spawned" has some kind of relevance to your problem???

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Perhaps: remove the 'Loop' in the Spawn states.

Or you might need to augment the Spawn states with an action which makes him walk around.

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