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NoVertugo

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Everything posted by NoVertugo

  1. I just want to say printz, thank you so much for this project. For years I always wanted something like this..a true coop bot. The bot works great cooperatively. I was wondering, on certain levels where a specific monster needs to be killed (for example, tower of babel in ultimate doom) the bot will most likely freeze due to an end of pathing to an exit. Is it possible to code him to attack that monster thats flagged as an exit, or maybe have the bot roam or hunt in such a case? A second question would maybe be some kind of follow mode implementation?
  2. NoVertugo

    AutoDoom available to download

    I just want to say off the bat printz that you did an excellent job on this bot. In its current state, the bot handles itself fairly well on moderately difficult maps. It looks like the path finding is pretty well done and monster awareness is intact aside from the stated challenges to work out It would be an absolute dream to play with this bot cooperatively, to finally have a bot that emulates human-like behavior. I've followed this project since you released AutoWolf and to get a bot functional on the doom engine is amazing. I hope you continue on this and iron out the flaws it has and get it working on different wads.
  3. NoVertugo

    Doom Decorate and Editing help

    Thanks alot for this script cacowad, going to give this one a go. I was also wondering if there was a way to work in Thing_Setgoal after A_Respawn?
  4. NoVertugo

    Doom Decorate and Editing help

    Hey everyone, just had some questions about some doom editing. Recently I coded a monster to respawn upon death. How ever I was wondering if there is a way to make the monster respawn at the location it was killed/died instead of respawning at its initial spawn location. My second question is about path node editing in Doom builder 2. What i did was I set up a series of path nodes for the monster to follow. The monster successfully follows the nodes, however once it is killed, and respawns, it tries to go to the node it left off at and it fails. Is there a way for a monster to follow the path nodes from the first node again after it is killed? Any help is greatly appreciated. Thank you.
  5. NoVertugo

    Doom Decorate and Editing help

    Yes my mistake, meant to say that it dosent work for some reason in decorate.
  6. NoVertugo

    Doom Decorate and Editing help

    I would like it to execute when the monster dies. Lets say I have a 'MarineChaingun' placed in the level. He visits path nodes 1 to 10. He makes it to path node 5 but dies. He respawns at his initial start location and re-targets path node 1. Unfortunately I dont know how to script that. I will try yours out you listed above
  7. NoVertugo

    Doom Decorate and Editing help

    I dont think there is a decorate action for resurrection. Thing_Raise is an ACS script. If anyone has knowledge on ACS, would you be able to tell how I can do the following: Check if the monster is dead, If it is, Respawn and target path node #. Or if you know how to resurrect a monster through decorate.
  8. NoVertugo

    Doom Decorate and Editing help

    Im kind of confused with the ACS style of scripting. How would I write for a monster to target a certain node after death?
  9. NoVertugo

    Doom Decorate and Editing help

    Thanks for that krispy, but would there be a way to respawn the same actor? OR how could you make the new spawned monster target a path node?
  10. NoVertugo

    Doom Decorate and Editing help

    Im making it respawn with A_Respawn in the Dead script. How can I make it resurrect at its death position? Also with path nodes, would you know how to make the monster target the first initial path node after death and respawn?
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