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Doom-X-Machina

Making monsters not count toward kill percentage...

Question

Hey all...

Is there a way to flag or tag a monster in a map so that it doesn't count toward the final kill percentage? Example: I'm using some monsters (imps etc.) and placing them inside glass cylinders in a science lab-style map. These monsters can't activate or move and are strictly decorative... but they also can't be killed so it's impossible to achieve 100% kills on the map. Is there a way around this?

Thankyou all.

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If you're targeting the GZDoom family you can use the SetActorFlag function to set the COUNTKILL flag of things to FALSE. If you're targeting vanilla/Boom there's no direct way to do it on a per thing basis, but before exiting the map you could trigger crushers inside the glass cylinders that kill the monsters.

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20 hours ago, boris said:

If you're targeting the GZDoom family you can use the SetActorFlag function to set the COUNTKILL flag of things to FALSE. If you're targeting vanilla/Boom there's no direct way to do it on a per thing basis, but before exiting the map you could trigger crushers inside the glass cylinders that kill the monsters.


Yeah GZDoom... would executing a ThingRemove script on all the monsters in question before exiting also work?

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9 minutes ago, Doom-X-Machina said:


Yeah GZDoom... would executing a ThingRemove script on all the monsters in question before exiting also work?

I don't know, why don't you try it out?

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41 minutes ago, boris said:

I don't know, why don't you try it out?


Will definitely have a look at the options you've offered. Thanks :)

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You are using GZDoom so another way is to make a DECORATE lump with a customized imp which removes the COUNTKILL flag -- it will need a different editor ID number of course.

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Recently GZDoom gained a spawn flag to remove the COUNTKILL and COUNTITEM flags from a mobj. It's usable in UDMF, the flag's name is "nocount" (if it's not included in editor configs yet, use the "custom" tab to add it).

 

 

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If you're going Vanilla I'd make an extended exit and crush the monsters in the meantime. Maybe dropping into a long hallway with the exit at the end. While the player is headed for the exit the monsters get crushed so the player gets 100% kills. 

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