Give Inventory script when a monster dies?
Give Inventory script when a monster dies?
So, I want to make a monster give points/money to the player when the monster is killed in Project 115: Zombies Mode, but I can't find a way to do it. Does anyone know how to do this (ACS OR DECORATE)?
Last edited by Fabysk on Sun Nov 03, 2013 8:57 pm, edited 1 time in total.
RE: Give Inventory script when a monster dies?
Put A_GiveToTarget("item",amount) in the monster's Death state.Fabysk wrote: So, I'm trying to make a monster give points/money to the player when the monster is killed in Project 115: Zombies Mode, but I can't find a way to do it. Does anyone know how to do this (ACS OR DECORATE)?
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RE: Give Inventory script when a monster dies?
Alright, I'll give it a try in a while.
Also, can this statement work when the monster is shot/hurt?
(Fabysk is not on his computer at the moment: doing errands)
Also, can this statement work when the monster is shot/hurt?
(Fabysk is not on his computer at the moment: doing errands)
Last edited by Fabysk on Sun Nov 03, 2013 7:00 pm, edited 1 time in total.
RE: Give Inventory script when a monster dies?
Just put the same DECORATE function to the pain state. It should work.. I hope.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
RE: Give Inventory script when a monster dies?
If you're referring the the buggy target selection during the Pain state, it's only buggy for players (unless they fixed that). It works perfectly fine for monsters.Klofkac wrote: .. I hope.
Code: Select all
<Synert> fuck
<Synert> plugged in my memory stick and got a bsodRE: Give Inventory script when a monster dies?
Yes, but why dont you try it, instead of asking? :L
RE: Give Inventory script when a monster dies?
Updated. Better?Mr.Man wrote: Yes, but why dont you try it, instead of asking? :L
RE: Give Inventory script when a monster dies?
Fabysk wrote: Also, can this statement work when the monster is shot/hurt?
Yep it should work just the same if you put it in the Pain state.Klofkac wrote: Just put the same DECORATE function to the pain state. It should work...
HOWEVER, this assumes that the monster has a 100% painchance. So you'd have to make the monster have a PainChance of 256 in order to recieve the credit/item EVERY single time you shoot him, without fail.
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Increase the Actors health when a new wave start?
Thank you Ænima, it works perfectly. Another thing I want to do, which is off-topic to this post. Is it possible to make the Actors heath increase by any amount when an new wave starts for invasion?Ænima wrote: Yep it should work just the same if you put it in the Pain state.
HOWEVER, this assumes that the monster has a 100% painchance. So you'd have to make the monster have a PainChance of 256 in order to recieve the credit/item EVERY single time you shoot him, without fail.
Last edited by Fabysk on Sun Nov 03, 2013 10:18 pm, edited 1 time in total.
RE: Give Inventory script when a monster dies?
It depends what you mean. Do you mean like, make the monsters themselves spawn with more health? Or give the players more health?Fabysk wrote:Thank you Ænima, it works perfectly. Another thing I want to do, which is off-topic to this post. Is it possible to make the Actors heath increase by any amount when an new wave starts for invasion?Ænima wrote: Yep it should work just the same if you put it in the Pain state.
HOWEVER, this assumes that the monster has a 100% painchance. So you'd have to make the monster have a PainChance of 256 in order to recieve the credit/item EVERY single time you shoot him, without fail.
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RE: Give Inventory script when a monster dies?
Make the monsters themselves spawn with more health each waveÆnima wrote:
It depends what you mean. Do you mean like, make the monsters themselves spawn with more health? Or give the players more health?
RE: Give Inventory script when a monster dies?
Code: Select all
Script 333 OPEN
{
While((GetInvasionWave() != 2))
{
Delay(1);
}
SetActorProperty(TID of monster, APROP_SpawnHealth, amount);
While((GetInvasionWave() != 3))
{
Delay(1);
}
SetActorProperty(TID of monster, APROP_SpawnHealth, larger amount);
}
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RE: Give Inventory script when a monster dies?
The TID for the Monster is the Spawn ID? I'm confused on finding what the TID of the monster is.Ænima wrote:Etc etc etc.Code: Select all
Script 333 OPEN { While((GetInvasionWave() != 2)) { Delay(1); } SetActorProperty(TID of monster, APROP_SpawnHealth, amount); While((GetInvasionWave() != 3)) { Delay(1); } SetActorProperty(TID of monster, APROP_SpawnHealth, larger amount); }
RE: Give Inventory script when a monster dies?
A TID (thing ID) is different from a spawn ID.
If you give the monster spawners a custom TID in Doombuilder, that TID *should* in theory be passed to the monsters it spawns, and then you can plug that ID number into the script so it will affect them.
If you give the monster spawners a custom TID in Doombuilder, that TID *should* in theory be passed to the monsters it spawns, and then you can plug that ID number into the script so it will affect them.
Reinforcements: midgame Survival joining/respawning
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Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
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RE: Give Inventory script when a monster dies?
It didn't work :( oh wellÆnima wrote: A TID (thing ID) is different from a spawn ID.
If you give the monster spawners a custom TID in Doombuilder, that TID *should* in theory be passed to the monsters it spawns, and then you can plug that ID number into the script so it will affect them.
RE: Give Inventory script when a monster dies?
Okay then you'll have to edit that monster's DECORATE and put Thing_ChangeTID(0,yournumber) in the SECOND frame of the Spawn state (can't be the first). That way that monster will always spawn with that TID and can therefore have it's base health manipulated by that ACS script I posted earlier.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
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AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
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Doom64: Unabsolved: Doom64 + Diablo II
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Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
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RE: Give Inventory script when a monster dies?
http://prntscr.com/24eh75Ænima wrote: Okay then you'll have to edit that monster's DECORATE and put Thing_ChangeTID(0,yournumber) in the SECOND frame of the Spawn state (can't be the first). That way that monster will always spawn with that TID and can therefore have it's base health manipulated by that ACS script I posted earlier.
It didn't work either
I'll continue to find solutions. You can continue to give solutions that I will try out.


