Patrick Posted February 9, 2010 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 ... } } 0 Share this post Link to post
Mr. T Posted February 9, 2010 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??? 0 Share this post Link to post
andrewj Posted February 9, 2010 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. 0 Share this post Link to post
Patrick Posted February 9, 2010 Whoa, I didn't know that would actually work. Thanks! 0 Share this post Link to post