[96x] Four things involving decorate

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Expand view Topic review: [96x] Four things involving decorate

by Graf Zahl » Sun Oct 23, 2005 1:57 am

No. These things need special preparation. They are not supposed to be spawned into the map by ACS.

by justin024 » Sat Oct 22, 2005 11:18 pm

does spawnspot not set these variables?

by Graf Zahl » Sat Oct 22, 2005 7:53 am

You can't spawn these things without preparing them by setting some internal variables. That's not a bug. They just don't work on their own.

by justin024 » Sat Oct 22, 2005 6:38 am

Wouldn't that qualify it as a bug?

by HobbsTiger1 » Sun Oct 16, 2005 6:51 pm

The heresiarch balls are most likely not a bug at all, but a result of the way the game is coded.

As for the rest of it I have no idea.

[96x] Four things involving decorate

by justin024 » Sun Oct 16, 2005 6:33 pm

1. If you give HolySpirit a spawnid and use thing_projectile to create it, the game crashes. The only way I could fix this was to redefine the spawn state so that it has no action functions.

2. If you make a Heresiarch that is scaled and use spawnspot to create it, it has a few problems. Effects such as the balls above its head are not scaled or always there. It loses the ability to attack sometimes. When it should attack, it freezes up until something shoots it. If it is created with summon or thing_spawn these problems are not present.

3. thing_deactivate() does not work unless +ISMONSTER is set.

4. Custom weapons that use a_light1 or a_light2 leave their extra light permanently unless a_light0 is used. This seems strange because the stock weapons don't use a_light0 and they don't have this behavior.

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