Hello I have a question - why does adding ISMONSTER flag to this actor stop A_Warp from functioning? Is there any way round this?
ACTOR BlotSmokeSpawner
{
+NOINTERACTION
+ISMONSTER
States
{
Spawn:
TNT1 AAAA 0 NoDelay A_SpawnItemEx ("BlotSmoke", -2, random (0, -8), random (-4, 4), 0, random (-1, 1), random (-1, 1), 0, 160)
TNT1 A 1 A_Warp (AAPTR_TARGET, 0, 0, 0, 0, WARPF_NOCHECKPOSITION)
Loop
}
}
DECORATE - A_Warp/ISMONSTER question
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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Re: DECORATE - A_Warp/ISMONSTER question
Warp is like the archvile attack. so maybe monster flag stops it to avoid clipping?
why does this need to be a monster anyway?
why does this need to be a monster anyway?
Re: DECORATE - A_Warp/ISMONSTER question
AAPTR_TARGET or AAPTR_MASTER?