So i discovered a neat little trick lately where instead of using A_Chase, you can actually do a A_Giveinventory on an item that upon auto-activation you can make a character perfom multiple actions at once.
For exemple (taken from krispy's shark monster on realm667):
Code: Select all
Actor Chase_Water : CustomInventory
{
Inventory.MaxAmount 0
+Inventory.AutoActivate
States
{
Spawn:
TNT1 A 1
Fail
Use:
TNT1 A 0 A_jumpif(waterlevel < 3, "Waterlimit")
TNT1 A 0 A_Chase
Stop
Waterlimit:
TNT1 A 0 ThrustThingZ(0, 4, 1, 1)
TNT1 A 0 A_Chase
Stop
}
}
So i'm actually wondering if its possible to fix this so it actually checks the monster's inventory?