White face acting weird in specific cases
Posted: Sun Jan 17, 2016 7:36 pm
So, for some reasons, when a player is on the top of a object that is near to two walls, he doesnt instakill him, and many times he just fails to kill the player '-'
This wasn't even happening before, before, he would just go over that direction he went before, and he would never return D:
Here's the code line that he was executing
He should act as a tracer, and, 99% of the cases it Works just fine, it's just these specific cases that I don't get why he doesn't kill the player :(
What should I do to make WhiteFace kills the player in the first try?
Also, here's a Picture about where were I
[spoiler]
[/spoiler]
The [video] tag is deprecated, please use the [media] tag
Here's a example vĂdeo, whiteface pass near the player and goes in a linear direction, after passing the sector, he goes back and kill the player.This wasn't even happening before, before, he would just go over that direction he went before, and he would never return D:
Here's the code line that he was executing
Code: Select all
SeeHaunt:
SCAR A 0 A_JumpIf(user_WFHunterTimer>0,3)
//START SETUP
SCAR A 0 A_SetUserVar("user_WFHunterTimer",random(10,20))//Set the timer
SCAR A 0 ACS_Execute(46,0,1) //1
//END START SETUP
SCAR A 0 A_Playsound("KIDSND")//2 <-
SCAR A 0 A_FaceTarget
SCAR AA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.1,0)
SCAR A 0 A_FaceTarget
SCAR AA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.2,0)
SCAR A 0 A_FaceTarget
SCAR AA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.3,0)
SCAR A 0 A_FaceTarget
SCAR AAA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.4,0)
SCAR A 0 A_FaceTarget
SCAR AA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.5,0)
SCAR A 0 A_FaceTarget
SCAR AAA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.6,0)
SCAR A 0 A_FaceTarget
SCAR AA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.7,0)
SCAR A 0 A_FaceTarget
SCAR AAA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.8,0)
SCAR A 0 A_FaceTarget
SCAR AA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.9,0)
SCAR A 0 A_FaceTarget
SCAR AAA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(1.0,0)
SCAR A 0 A_FaceTarget
SCAR AA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.9,0)
SCAR A 0 A_FaceTarget
SCAR AAA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.8,0)
SCAR A 0 A_FaceTarget
SCAR AA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.7,0)
SCAR A 0 A_FaceTarget
SCAR AAA 1 Bright A_Chase
SCAR A 0 A_FaceTarget
SCAR AA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.5,0)
SCAR A 0 A_FaceTarget
SCAR AAA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.4,0)
SCAR A 0 A_FaceTarget
SCAR AA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.3,0)
SCAR A 0 A_FaceTarget
SCAR AA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.2,0)
SCAR A 0 A_FaceTarget
SCAR AA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.1,0)
SCAR A 0 A_FaceTarget
SCAR AA 1 Bright A_Chase
SCAR A 0 A_SetTranslucent(0.0,0)
SCAR A 0 A_FaceTarget
SCAR AA 1 Bright A_Chase
SCAR A 0 A_SetUserVar("user_WFHunterTimer",user_WFHunterTimer-1)//in case it goes below zero
SCAR A 0 A_JumpIf(user_WFHunterTimer>0,5)
//RESET WHITE FACE TO NORMAL STATUS
SCAR A 0 A_SetTranslucent (0.0,0) //1
SCAR A 0 ACS_Execute(46,0,0) //2
SCAR A 0 A_SetUserVar("user_WFHunterTimer",0)//in case it goes below zero
SCAR A 0 A_Jump(256,"See") //4
SCAR A 0 //5 <--
Loop
What should I do to make WhiteFace kills the player in the first try?
Also, here's a Picture about where were I
[spoiler]
