by Major Cooke » Mon May 27, 2013 10:39 am
I second this.
While this would be useful, perhaps I can provide you with a temporary workaround solution.
Spoiler:
First, set up some inventory actor tokens. You'll need at least one "base" token actor which to identify them from, i.e. an actor named "LigamentToken". Do it however you please, but remember, different parts may require different "tokens" to allow for more individuality based upon which they are. This is one of the most important bits you'll need. Now, I'm assuming this seems like a 1-on-1 boss to me, from the sounds of it, but if it's not, tell me and I'll adapt the post to better fit your need.
Next, whenever you want the monster to fire hitscans, have it give radius inventory to the parts. This is where the actor tokens come into play. The CustomInventory actor should check for the base token LigamentToken first, that way other monsters around the area don't get the execution on them performed. If you're doing specific ligaments that will fire hitscans, this is where you'll want to ensure they have further identity tokens. I.e. Arm1Token, Arm2Token, etc.
If that jump should work, next you could perform flag changing. Have it set the ligament's NONSHOOTABLE flag on (Do not perform A_UnSetShootable), then let the specific arms perform the firing via the determined custom inventory actors. Designating them to check for specific identities allows for better customizability. All the ligaments should have the NONSHOOTABLE flag by now, then you give the specific custom inventory that gives a token which they wait on to perform the hitscan attacks. Then, after the hitscans, and with proper timing, you can then disable the NONSHOOTABLE flag.
If this doesn't make any sense, PM me with details of your monster and/or the code, and I'll help you out more directly. Kinda hard to explain it.
I second this.
While this would be useful, perhaps I can provide you with a temporary workaround solution.
[spoiler]First, set up some inventory actor tokens. You'll need at least one "base" token actor which to identify them from, i.e. an actor named "LigamentToken". Do it however you please, but remember, different parts may require different "tokens" to allow for more individuality based upon which they are. This is one of the most important bits you'll need. Now, I'm assuming this seems like a 1-on-1 boss to me, from the sounds of it, but if it's not, tell me and I'll adapt the post to better fit your need.
Next, whenever you want the monster to fire hitscans, have it give radius inventory to the parts. This is where the actor tokens come into play. The CustomInventory actor should check for the base token LigamentToken first, that way other monsters around the area don't get the execution on them performed. If you're doing specific ligaments that will fire hitscans, this is where you'll want to ensure they have further identity tokens. I.e. Arm1Token, Arm2Token, etc.
If that jump should work, next you could perform flag changing. Have it set the ligament's NONSHOOTABLE flag on (Do not perform A_UnSetShootable), then let the specific arms perform the firing via the determined custom inventory actors. Designating them to check for specific identities allows for better customizability. All the ligaments should have the NONSHOOTABLE flag by now, then you give the specific custom inventory that gives a token which they wait on to perform the hitscan attacks. Then, after the hitscans, and with proper timing, you can then disable the NONSHOOTABLE flag.
If this doesn't make any sense, PM me with details of your monster and/or the code, and I'll help you out more directly. Kinda hard to explain it.[/spoiler]