Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Mewdoom

Zdoom - how to make a non moving monster ?

Recommended Posts

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 :)

Share this post


Link to post

I have a feeling that using the A_Chase flag will be less hacky than Speed 0.

Share this post


Link to post

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.

Share this post


Link to post

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).

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×