Monster Script Types

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Re: Monster Script Types

by NeuralStunner » Sun May 25, 2014 12:33 pm

Monsterovich wrote:It's not working correctly for monsters.
Then some other factor is interfering, whether user error or an actual bug. (In either case, we need to know exactly what you tried that didn't work.)
Monsterovich wrote:That's reason why these decorate-based script actions are needed, but they must look like:
Woah woah, slow down. Nobody has proven a need yet. (See above.) That makes it doubly uncool to be making demands about implementation.

Re: Monster Script Types

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.

Re: Monster Script Types

by solarsnowfall » Wed May 21, 2014 9:00 am

That was more or less how I've been doing it. It's a pain, but it works. Thanks.

Re: Monster Script Types

by Gez » Wed May 21, 2014 4:38 am

Put states with [wiki]CallACS[/wiki] in the monster's Spawn, Death, and Raise state sequences.

I know suggesting alternatives is often frowned upon, but this approach seems overall simpler and more flexible to me.

Re: Monster Script Types

by Graf Zahl » Wed May 21, 2014 1:31 am

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.

Monster Script Types

by solarsnowfall » Tue May 20, 2014 9:40 pm

The general idea is to have a way to extend or approximate player script executability (in particular ENTER, DEATH and RESPAWN) to monsters. I can imagine at least three ways of going about this.
  • ACS script types like MONSTERENTER, MONSTERDEATH and MONSTERRESPAWN.
  • 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.

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