A_PainAttack, A_DualPainAttack, A_PainDeath bug

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Expand view Topic review: A_PainAttack, A_DualPainAttack, A_PainDeath bug

Re: A_PainAttack, A_DualPainAttack, A_PainDeath bug

by Amuscaria » Tue Nov 20, 2007 1:05 pm

Cutmanmike wrote:Prehaps a demo showing how to make it happen would help?
It happens randomly. I get it to happen By simply MDKing the thing. Usually the Lost soul die right when it's spawned.

EDIT: According to Unknown_Assassin, it's easiest to get the lost souls if you summon the Helemental on the stairs of "Entryway". Here's a Screenshot. usually the lost soul dies.

Image

Re: A_PainAttack, A_DualPainAttack, A_PainDeath bug

by Cutmanmike » Tue Nov 20, 2007 7:57 am

Prehaps a demo showing how to make it happen would help?

Re: A_PainAttack, A_DualPainAttack, A_PainDeath bug

by Graf Zahl » Tue Nov 20, 2007 2:24 am

I tested it for 5 minutes and no Lost Souls.

Re: A_PainAttack, A_DualPainAttack, A_PainDeath bug

by Amuscaria » Mon Nov 19, 2007 6:32 pm

Here's a Zip containing all your need to run the monster.

http://www.megaupload.com/?d=C35UM731

Re: A_PainAttack, A_DualPainAttack, A_PainDeath bug

by HotWax » Mon Nov 19, 2007 2:43 pm

Perhaps something in his "HS" actor then?

It does help to provide the entire Decorate for the actor, as well as associated actors, when posting these reports. :P

Re: A_PainAttack, A_DualPainAttack, A_PainDeath bug

by Graf Zahl » Mon Nov 19, 2007 2:35 pm

No problems with that one.

Re: A_PainAttack, A_DualPainAttack, A_PainDeath bug

by HotWax » Mon Nov 19, 2007 12:29 pm

This will look odd, but it should work for testing purposes:

Code: Select all

actor GrafTest : Cacodemon
{
states {
	Missile:
		HEAD BC 5 Bright A_Facetarget
		HEAD D 5 Bright A_DualPainAttack("DoomImpBall")
		goto See
	Death:
		HEAD G 5 Bright A_Scream
		HEAD H 5 Bright
		HEAD H 0 Bright A_DualPainAttack("DoomImpBall")
		HEAD H 0 Bright A_DualPainAttack("DoomImpBall")
		HEAD I 5 Bright A_NoBlocking
		HEAD JK 5
		HEAD L -1 A_SetFloorClip
		stop
	}
}

Re: A_PainAttack, A_DualPainAttack, A_PainDeath bug

by Graf Zahl » Mon Nov 19, 2007 11:29 am

I can't run tests with that. I need something which I can debug.

Re: A_PainAttack, A_DualPainAttack, A_PainDeath bug

by Amuscaria » Mon Nov 19, 2007 11:04 am

Missile3:
HELE BC 5 Bright A_Facetarget
HELE D 5 Bright A_DualPainAttack("HS")
goto See+1

Death:
HELE I 5 Bright A_Scream
HELE JKL 5 Bright
HELE M 0 Bright A_DualPainAttack("HS")
HELE M 0 Bright A_DualPainAttack("HS")
HELE M 5 Bright A_NoBlocking
HELE NOP 5 Bright
HELE QRSTU 5
HELE V -1 A_SetFloorClip
stop

The Death causes more problems than the missile states. Only on rare occasions will the missile state spawn a lost soul instead of what I specified (the Hades Sphere). The Death state always spawns one lost soul, but it ususall gets killed right as it spawns.

Re: A_PainAttack, A_DualPainAttack, A_PainDeath bug

by Graf Zahl » Mon Nov 19, 2007 2:07 am

Can you post some code that shows the error?

A_PainAttack, A_DualPainAttack, A_PainDeath bug

by Amuscaria » Sun Nov 18, 2007 5:02 pm

All the functions that was supposed to spawn lost souls will spawn lost souls from time to time regardless of the actor specified in the brackets. O_o Especially if you put 2 of these functions together with a duration of 0, it will always always spawn 1 lost soul and then spawn the rest as the actor you placed within the bracket.

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