Mewdoom Posted September 15, 2016 Hello guys, I wonder how to make a non moving monster ? I want to create skull that is empaled on a pole and fire projectile. He could rotate on himself to face the player but will not move. Thanks for your help :) 0 Share this post Link to post
Blue Shadow Posted September 15, 2016 Pass the CHF_DONTMOVE flag to the monster's A_Chase calls. http://zdoom.org/wiki/A_Chase 0 Share this post Link to post
Lud Posted September 16, 2016 I have a feeling that using the A_Chase flag will be less hacky than Speed 0. 0 Share this post Link to post
scifista42 Posted September 16, 2016 That's probably right. At least, Speed 0 has the benefit of working in vanilla-compatible DEHACKED too, whereas the other method is specific to ZDoom's DECORATE. That, and even in DECORATE, it's slightly easier to write one line with "Speed 0" than to write a parameter into every call of A_Chase in the monster's states. But I agree, the A_Chase flag is most likely the ideal solution in this case, cleanness/performance-wise. 0 Share this post Link to post
Gez Posted September 16, 2016 There might be a difference in behavior, I haven't looked at the internals of the a_chase function in a loooooong while but it's possible the flag removes the possibility for choosing to move whereas speed 0 would still result in the monster deciding to move (and moving 0 units away). 0 Share this post Link to post