Mikk- wrote:Not particularly, mostly just fixes and optimisations. I've hit a bit of a wall when it comes to new content with Champions
Mikk- wrote:some of these ideas are actually really good! I've been thinking about a "combo mode" where there's a small % chance that a champion has a second additional champion status. I'll see what I can whip up when I next work on Champions.
IdiotBitz wrote:i believe i've got a fix for the guncaster problem.Spoiler:
static const name champion_icons[] =
{
"ICONA0", "ICONB0", "ICONC0",
"ICOND0", "ICONE0", "ICONF0",
"ICONG0", "ICONH0", "ICONI0",
"ICONJ0", "ICONK0", "ICONL0",
"ICONM0", "ICONN0", "ICONO0",
"ICONP0", "ICONQ0"
};
eharper256 wrote:Just found a crash to console glitch that occurs when an archvile tries to ressurect a dead indigo enemy:Spoiler:
Obviously I had no idea what caused it initially, but fortunately I quicksaved just prior to the crash, so in the third re-try I rushed around the corner to find an Archie that had just spawned. Killed it this time before it could do ressurection shenanigans. There was a dead pair of indigo shotgunners right at its feet.
Override void WorldThingRevived(WorldEvent e)
{
...
// if e.Thing is an Indigo Clone
if(e.Thing && e.Thing.CountInv("champion_NullToken"))
{
e.Thing.A_SpawnItemEx("ArchvileFire");
e.Thing.Destroy();
}
...
Override void WorldThingSpawned(WorldEvent e)
{
...
if(missilecolour && e.Thing is "ArchvileFire" && e.Thing.Target.CountInv("champion_PersistentInfo"))
{
e.Thing.A_SetRenderstyle(e.Thing.Alpha,STYLE_TRANSLUCENT);
e.Thing.Translation = e.Thing.Target.Translation;
e.Thing.Alpha = 0.66;
}
...
Gorec wrote:
i disabled every option that has something to do with enemy or projectiles(but not enemy color) so i dont have any bugs
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