Code: Select all
Monstergallery Galleryname
{
Actors DoomImp,Cyberdemon,Korax,Impse,Archvile,Whatever
Picture BOSSBACK
Sound "weapons/shotgf"
Music D_BUNNY
}
Moderator: GZDoom Developers
Code: Select all
Monstergallery Galleryname
{
Actors DoomImp,Cyberdemon,Korax,Impse,Archvile,Whatever
Picture BOSSBACK
Sound "weapons/shotgf"
Music D_BUNNY
}
That's true, just try BATMAN DOOM or HACXEnjay wrote:Obviously the built in cast-call is a bit odd too. When you modify monsters with dehacked, sometimes your changes reflect in the way the monster behaves during the cast-call and sometimes your changes get ignored. Sometimes making your changes has a completely odd or unwanted effect on the cast-call.
Isn't the attack sound retrieved from the Actor? Or could it be? If mapinfo is limited in specifying every attack it wants for every monster listed, would a flag in the monsters class help? Like a +Cast_AttackMelee or Cast_AttackRange?Graf Zahl wrote:It needs more than this. You have to specify which attack is to be played and the attack sounds as well.
skadoomer wrote: Isn't the attack sound retrieved from the Actor? Or could it be? If mapinfo is limited in specifying every attack it wants for every monster listed, would a flag in the monsters class help? Like a +Cast_AttackMelee or Cast_AttackRange?
Yes you can (sort of - in this case). It's very easy to simulate the look of the original castcall using hudmessages. Just "print" a few walking frames onto the screen followed by the attack frames, play the appropriate sound using ambientsound and move back to the start. I did it a while back with just a few monsters to establish the principle. It looked identical. For player activated deaths, just have the player in a tiny sector with a script line in front of them that activates a death animation series of hudmessages and moves on to the next monster. Script all your monsters and then return to the start. It didn't take up that much code at all, and someone who understands variables and ints could do it far more efficiently than me I suspect. Something for the ACS prefab database?Bio Hazard wrote:Well, actually, you would need a way to invoke actions from actors so I guess you can't (yet).