[DECORATE] UndetectableIfDeactivated flag

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Re: [DECORATE] UndetectableIfDeactivated flag

by Ravick » Wed Apr 25, 2012 7:09 am

Yeah, thats what I'm doing, my actros have custom 'undetectable' states, and I change them via ACS.
I just had the Idea to make a "less hacky" way of doing that. But, yeah, that would be redundant.

Thanks anyway :)

Re: [DECORATE] UndetectableIfDeactivated flag

by Enjay » Wed Apr 25, 2012 2:18 am

You can use ACS to change an actor to a specific state if you want. Therefore, you could put the code in any state you like (ie your own custom one) and then use ACS to force the actor to that state.

[wiki]SetActorState[/wiki]

Re: [DECORATE] UndetectableIfDeactivated flag

by Ravick » Tue Apr 24, 2012 9:14 pm

Hum... but in what state? I've tried sometimes to edit a state called Inactive for monsters, but it did only work when I've used inheritance from SwitchableDecoration. Did I do something wrong, or do I need to use this inheritance for monsters if I want to edit thier Inactive state?

Re: [DECORATE] UndetectableIfDeactivated flag

by NeuralStunner » Tue Apr 24, 2012 8:01 pm

You could do this yourself with [wiki]A_ChangeFlag[/wiki].

[DECORATE] UndetectableIfDeactivated flag

by Ravick » Tue Apr 24, 2012 7:11 pm

Just a flag that makes monsters invisible, non-solid and non shootbale if they are deactivated. Maybe it could be like they have NOINTERACTION when not active, plus INVISIBLE.

It would help to put monsters on maps, with all the settings of arguments, mapeditors flags and stuff, but just use they later on the map. For example, player puts a monster with certain values on its arguments, plus "deaf" and stuff, but just want it to appear when player is revisiting that sector. if he tries to spawn that monster, he would have to set it a TID, and use ACS to set it's arguments and all other stuff. This way, he could just activate the monster.

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