If you can make any sense of this post, congratulations
If I spawn an imp and setthingspecial to it, that special function will execute when the imp dies.
But I want to do it to a projectile like a cacodemonball. Apparently a cacodemonball doesn't "die" (even though it has 1000 health... it has a death state so I don't get it) or execute a set special after it hits a wall (only want to use acs/not decorate preferably).
I want lots of projectiles, and when each "dies" (or whatever), I want to delete a point associated with the projectile (or just execute my own script). I think I can do acs_execute always and have a while(1) constantly checking the "health" of the projectile.. I guess eventually when it "dies", that tid won't exist anymore, so the getactorproperty(tid) will fail and just return 0, so at that point I at least know the projectile died. Seems like lots of unnecessary while loops per projectile when it can just execute code once only when it "dies".
And how to give a tid to, say, each rocket the player shoots? Can't use acs only for that maybe?
this works good enough (spawns cacoball and prints its tid when it hits a wall):
script 1 open
spawnspot("cacodemonball", 1, 3, 128);
thrustthing(128, 6, 0, 3);
script 2 (int tid)
if(getactorproperty(tid, aprop_health) == 0)
Last edited by gggmork on Apr 1 2013 at 03:35