by Monsterovich » Sun May 25, 2014 3:40 am
Graf Zahl wrote:I don't think this is feasible because there's absolutely no control about for which monsters this is supposed to be done.
For the MAPINFO definitions, sorry, no. How would you handle that? The current special actions are not automatic, you MUST call A_BossDeath to handle them.
Obviously, "0" must be as activator - monster which dies and etc.
Gez wrote:Put states with [wiki]CallACS[/wiki] in the monster's Spawn, Death, and Raise state sequences.
It's not working correctly for monsters. That's reason why these decorate-based script actions are needed, but they must look like: MONSTERDEATH, MONSTERSPAWN, MONSTER%STATENAME%. Enough to make them for only specific decorate actions. For non-monster actors I have no problems.
solarsnowfall wrote:
- A decorate flag like ACTIVATEPLAYERSCRIPT which would simply extend player script executability to monsters defined with this flag. Less desirable because it would require redefining existing monsters.
- MAPINFO Map Commands like SpecialAction_MonsterEnter, SpecialAction_MonsterDeath and SpecialAction_MonsterRespawn. It's difficult to imagine the utility of this beyond something like executing a script on a per monster basis, though.
I don't understand, why it's so necessary. More examples, please.
[quote="Graf Zahl"]I don't think this is feasible because there's absolutely no control about for which monsters this is supposed to be done.
For the MAPINFO definitions, sorry, no. How would you handle that? The current special actions are not automatic, you MUST call A_BossDeath to handle them.[/quote]
Obviously, "0" must be as activator - monster which dies and etc.
[quote="Gez"]Put states with [wiki]CallACS[/wiki] in the monster's Spawn, Death, and Raise state sequences.[/quote]
It's not working correctly for monsters. That's reason why these decorate-based script actions are needed, but they must look like: MONSTERDEATH, MONSTERSPAWN, MONSTER%STATENAME%. Enough to make them for only specific decorate actions. For non-monster actors I have no problems.
[quote="solarsnowfall"]
[list]
[*]A decorate flag like ACTIVATEPLAYERSCRIPT which would simply extend player script executability to monsters defined with this flag. Less desirable because it would require redefining existing monsters.
[*]MAPINFO Map Commands like SpecialAction_MonsterEnter, SpecialAction_MonsterDeath and SpecialAction_MonsterRespawn. It's difficult to imagine the utility of this beyond something like executing a script on a per monster basis, though.[/list][/quote]
I don't understand, why it's so necessary. More examples, please.