Friendly Detection(resurrection)
- Discount Ninja
- Posts: 38
- Joined: Tue Dec 18, 2012 11:28 pm
- Location: Behind The Drapes
Friendly Detection(resurrection)
Question: Is there a way to detect if a monster has been raised to a friendly state? I'd like to apply special stats and variables if the monster goes into a state like this. Or even a way to separate the raise states if by an enemy or friend.
Why: It'd be nice to see who was friendly and not in my mod, and give slightly different abilities.
Why: It'd be nice to see who was friendly and not in my mod, and give slightly different abilities.
RE: Friendly Detection(resurrection)
Although not pretty, you can destinguish non-player actors from each other with inventory items. You will have to check for these items on both ends of an action for this to be conciderable though, and I don't remember how to pull that off.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there
- Discount Ninja
- Posts: 38
- Joined: Tue Dec 18, 2012 11:28 pm
- Location: Behind The Drapes
RE: Friendly Detection(resurrection)
That'd be pretty easy to do if I can find a way to detect if a monster is friendly or not.
- CloudFlash
- Zandrone
- Posts: 1074
- Joined: Mon Jun 04, 2012 5:35 pm
- Location: Wonderland (except not really)
RE: Friendly Detection(resurrection)
My suggestion: modify the archvile so that he makes a small a_explode with unique damage type after he is done reviving a monster, modify the monster so that if it's hit by the special damage type, he disappears and instead spawns the friendly version of itself.
Alternatively, you could try peeking at how Zdoomwars did it, because I'm pretty sure Zdoomwars did it somehow
Alternatively, you could try peeking at how Zdoomwars did it, because I'm pretty sure Zdoomwars did it somehow
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
RE: Friendly Detection(resurrection)
Put this in a script and call it via ACS_ExecuteAlways in the monster's "Raise" state:
Code: Select all
if (GetActorProperty(0, APROP_Friendly) == TRUE)
{
// give inventory item, set a different DECORATE state, spawn a different actor instead, do whatever you want here
}
Last edited by Ænima on Mon Oct 26, 2015 8:45 pm, edited 1 time in total.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
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!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
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!
Mercenaries (on hold)

- Discount Ninja
- Posts: 38
- Joined: Tue Dec 18, 2012 11:28 pm
- Location: Behind The Drapes
RE: Friendly Detection(resurrection)
That works too, thanks!
But, I found a simpler way.
TNT1 A 0 A_CheckFlag("Friendly","State goes here",AAPTR_DEFAULT)
Figures I'd find a solution as soon as I ask. =P
But, I found a simpler way.
TNT1 A 0 A_CheckFlag("Friendly","State goes here",AAPTR_DEFAULT)
Figures I'd find a solution as soon as I ask. =P
Last edited by Discount Ninja on Tue Oct 27, 2015 8:24 am, edited 1 time in total.
RE: Friendly Detection(resurrection)
Ah. I forgot about A_CheckFlag.Discount Ninja wrote: That works too, thanks!
But, I found a simpler way.
TNT1 A 0 A_CheckFlag("Friendly","State goes here",AAPTR_DEFAULT)
Figures I'd find a solution as soon as I ask. =P
You're welcome anyways. :p
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
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!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
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!
Mercenaries (on hold)
