I have tried the following:
Code: Select all
Actor NJFireDemon : FireDemon replaces Firedemon
{
States
{
Idle:
SPOS ABCD 4 A_Wander
Loop
}
}
If I do the same with a Doom zombieman
Code: Select all
Actor NJZombieman : Zombieman replaces Zombieman
{
States
{
Idle:
SPOS ABCD 4 A_Wander
Loop
}
}
The above is all in DECORATE BTW, simply because it's for an existing project that was started in DECORATE.
[edit]
Hmmm... I wonder if it's something to do with this bit of the afrit's zscript code:
Code: Select all
if(!target || !target.bShootable)
{ // Invalid target
LookForPlayers (true);
return;
}
[/edit]
[edit2]
Nope, I don't *think* so. The above code is part of the A_FireDChase pointer code and if I replace all instances of A_FireDChase with A_Chase in a copy of the FireDemon code (still in DECORATE), it still ignores the idle label.
[/Edit2]