by Xeotroid » Fri Dec 01, 2023 12:20 pm
Zhs2 wrote: ↑Fri Dec 01, 2023 11:01 am
Haven't tested this myself, but maybe this can be easily DIY'd if you set bCOUNTKILL to false on e.thing in a WorldThingRevived event?
That doesn't work - the resurrected monster still increases the total monster count, but it then doesn't get counted as a kill when it is killed, making 100% kills impossible. The flag is unset probably
after the Revive function is called, which increases the total monster count if bCountKill is set. I've tried using WorldThingDestroyed() instead, but that doesn't seem to do anything at all - monster count increases upon resurrection, and kill count increases upon re-killing.
Edit:
LevelLocals.Total_Monsters is editable, so a DIY is actually very simple:
Code: Select all
override void WorldThingRevived(WorldEvent e) {
e.Thing.bCountKill = false;
Level.Total_Monsters -= 1;
}
Put this in a custom event handler, add it in MAPINFO, and voilá, killing a monster increases the kill count, an Archvile reviving it doesn't increase the monster count, and killing the revived monster doesn't increase the kill count.
[quote=Zhs2 post_id=1247953 time=1701450107 user_id=3513]
Haven't tested this myself, but maybe this can be easily DIY'd if you set bCOUNTKILL to false on e.thing in a WorldThingRevived event?
[/quote]
That doesn't work - the resurrected monster still increases the total monster count, but it then doesn't get counted as a kill when it is killed, making 100% kills impossible. The flag is unset probably [i]after[/i] the Revive function is called, which increases the total monster count if bCountKill is set. I've tried using WorldThingDestroyed() instead, but that doesn't seem to do anything at all - monster count increases upon resurrection, and kill count increases upon re-killing.
Edit: [c]LevelLocals.Total_Monsters[/c] is editable, so a DIY is actually very simple:
[code]
override void WorldThingRevived(WorldEvent e) {
e.Thing.bCountKill = false;
Level.Total_Monsters -= 1;
}
[/code]
Put this in a custom event handler, add it in MAPINFO, and voilá, killing a monster increases the kill count, an Archvile reviving it doesn't increase the monster count, and killing the revived monster doesn't increase the kill count.