Revived Friendly Monsters are Hostile

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Seiat
 
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Revived Friendly Monsters are Hostile

#1

Post by Seiat » Wed Jan 08, 2014 12:36 am

So, I'm not 100% sure what's up with this, but a friendly monster revived with A_VileChase by another friendly monster or projectile immediately becomes hostile to the nearest living thing, be it friend or foe. Even if it's the player who revived it, and it was friendly before. This only happens online (works as intended offline).

Back when Skulltag was around, the behavior was the opposite; instead of attacking the nearest living thing, in the case of DM or LMS the revived monster would consider all other players to be friendly.

I'm wondering if this is something set in LMS or DM gamemodes, or if there's some kind of master/parent relation loss on the monster's death online? Or if it's something else entirely.
Spoiler: Reviving Actor (Open)
ACTOR Vilefake
{
Radius 50
Height 5
RENDERSTYLE NONE
PROJECTILE
+FRIENDLY
+NOCLIP
Speed 5
States
{
Spawn:
TNT1 AA 6 A_VileChase
Stop
Death:
TNT1 A 1
Stop
Heal:
TNT1 A 1
Stop
}
}
Tried replacing PROJECTILE combo with MONSTER combo, no effect.
Spoiler: Revived Friendly Example (Open)
ACTOR ZombieMan2 : ZombieMan
{
+FRIENDLY
+NEVERRESPAWN
health 5
RENDERSTYLE TRANSLUCENT
Alpha 0.6
Mass 40
}
I thought inheriting might have been the issue, but defining a new monster from scratch has no effect either.
If anyone has any info about this, I'd appreciate your 2 cents.
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Lollipop
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RE: Revived Friendly Monsters are Hostile

#2

Post by Lollipop » Wed Jan 08, 2014 6:47 am

I do not know about that problem of yours, but I recommend giving the monster a IsDead state, then you can call that state with something else.

IsDead:
ASDF GHJKL 9000 //random animation, reversed death sequence.
ASDF L 0 A_giveinventory("health", 20) //we do not want the monster to have no health when it enters it's spawn state, though i have not actually tested this at all.
goto spawn
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ZzZombo
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RE: Revived Friendly Monsters are Hostile

#3

Post by ZzZombo » Wed Jan 08, 2014 9:05 am

And what do you think giving it health will fix?
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Lollipop
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RE: Revived Friendly Monsters are Hostile

#4

Post by Lollipop » Wed Jan 08, 2014 12:15 pm

That health is supposed to be the amount that the monster should have after the revival.

Another, probably safer, way to do this is if you make the dead monster dissapear and spawn a new monster in it's place. People will not be able to tell the difference if done properly and it will probably cause fewer bugs too.
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

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Seiat
 
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RE: Revived Friendly Monsters are Hostile

#5

Post by Seiat » Wed Jan 08, 2014 4:50 pm

Giving it an alternate raise state won't change anything, A_VileChase will always heal a monster into it's Raise state, no matter what.. Even if Raise was replaced to fall through to a custom state like that, it would not change anything. I've already tried having the monster spawn a new one after death, when raised. Again, no effect, seeing as the dead monster is no longer friendly it spawns a monster that is hostile. Plus, for an online mod, doing hacky stuff like that is just asking for bugs...
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ZzZombo
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RE: Revived Friendly Monsters are Hostile

#6

Post by ZzZombo » Wed Jan 08, 2014 8:41 pm

Well, I'm sure it's just a bug, so as a workaround, can't you just set +FRIENDLY again?
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Torr Samaho
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RE: Revived Friendly Monsters are Hostile

#7

Post by Torr Samaho » Wed Jan 08, 2014 9:08 pm

Yes, it sounds like a bug. Does it work as you'd expect it to in ZDoom?

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Seiat
 
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RE: Revived Friendly Monsters are Hostile

#8

Post by Seiat » Wed Jan 08, 2014 11:55 pm

Changing the flag had no effect. Also, upon further testing, this works correctly online in co-operative game modes. It only had the above effect in competitive modes such as Deathmatch and LMS (I didn't test them all). And yes, this seems to work correctly in ZDoom.

Made a little test-wad if it helps.

Use the pistol's altfire to summon a friendly zombieman. Then you can swap over to the shotgun, blow it away, then use the pistol's normal fire to spawn an invisible projectile that calls A_VileChase.

Edit: Changed to an invisible friendly monster that walks around calling A_VileChase (See below posts)
Last edited by Seiat on Thu Jan 09, 2014 6:04 am, edited 1 time in total.
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**************** On Hold ---> Internal Conflict ****************
*********************************************************

Laggy Blazko
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RE: Revived Friendly Monsters are Hostile

#9

Post by Laggy Blazko » Thu Jan 09, 2014 5:39 am

Whoa, wait a minute. Don't projectiles set their shooter as "target" or something? Maybe you'd want to make it summon an invisible friendly monster which calls a_vilechase and dies after reviving something, instead.
Last edited by Laggy Blazko on Thu Jan 09, 2014 5:39 am, edited 1 time in total.
Why is finding the user CP so hard?

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Seiat
 
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RE: Revived Friendly Monsters are Hostile

#10

Post by Seiat » Thu Jan 09, 2014 6:02 am

Ahh, good point, no use making it difficult. You can grab the new one here
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**************** On Hold ---> Internal Conflict ****************
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Torr Samaho
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RE: Revived Friendly Monsters are Hostile

#11

Post by Torr Samaho » Thu Jan 09, 2014 6:09 pm

Seiat wrote: Also, upon further testing, this works correctly online in co-operative game modes. It only had the above effect in competitive modes such as Deathmatch and LMS (I didn't test them all). And yes, this seems to work correctly in ZDoom.
Please make a bug report at the tracker then.

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Seiat
 
Posts: 33
Joined: Sat Jun 09, 2012 1:45 pm
Location: Canada

RE: Revived Friendly Monsters are Hostile

#12

Post by Seiat » Thu Jan 09, 2014 7:27 pm

Neat, wasn't aware that the tracker existed. Bug has been reported.

Thanks for your help and time.
*********************** PROJECTS ************************
************ In Progress ---> Doom 2 Tower Defense ************
**************** On Hold ---> Internal Conflict ****************
*********************************************************

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