New custom CommanderKeen enemy doesn't trigger Tag666 lines?
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- lizardcommando
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- Location: Boringland, California
New custom CommanderKeen enemy doesn't trigger Tag666 lines?
I made a new enemy that is supposed to replace the Commander Keen enemy, but the doors I tagged do not activate the special Tag 666 line when I kill it. I'm not really sure what I am doing wrong. I thought if I added A_KeenDie to the enemy's death sequence, it should trigger whatever is tagged with the special Tag 666 line.
EDIT: OK, I just tested the custom enemy in MAP32 and that seemed to have worked there... Maybe it's the custom map I am making that doesn't have the doors properly tagged, or maybe the MAPINFO is messed up...
EDIT: OK, I just tested the custom enemy in MAP32 and that seemed to have worked there... Maybe it's the custom map I am making that doesn't have the doors properly tagged, or maybe the MAPINFO is messed up...
- wildweasel
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Re: New custom CommanderKeen enemy doesn't trigger Tag666 li
Are you tagging a line as 666, or a sector?
- lizardcommando
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Re: New custom CommanderKeen enemy doesn't trigger Tag666 li
I am tagging the sector as 666.
Do I also need to change anything in MAPINFO for the custom map?
Do I also need to change anything in MAPINFO for the custom map?
Re: New custom CommanderKeen enemy doesn't trigger Tag666 li
Personally, I never use these built-in actions any more, but it is certainly my understanding that A_KeenDie should work on any map with door sectors tagged 666. I don't *think* it requires anything to be added to MAPINFO like some of the other special actions do.
Of course, that doesn't help track down why it isn't working for you. The obvious things have been suggested so seeing the map and the actor code might be required.
If you are making your own map, and it is in a suitable format, then doing it via ACS is another option (and would also be more flexible).
Of course, that doesn't help track down why it isn't working for you. The obvious things have been suggested so seeing the map and the actor code might be required.
If you are making your own map, and it is in a suitable format, then doing it via ACS is another option (and would also be more flexible).
- lizardcommando
- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: New custom CommanderKeen enemy doesn't trigger Tag666 li
Here's the MAPINFO stuff I have:
Here is the new Keen replacement:
Code: Select all
map MAP01 "Tom Nook's Death Cage 20XX"
cluster 1
sky1 SKY1
forcenoskystretch
music D_RUNNIN
next EndGameC
CyberdemonSpecial
specialaction_opendoor
clusterdef 1
//
flat FLAT1_1
//
exittext
"You killed Tom Nook, but your beloved pet Daisy is nowhere to be found.
What a shame."
Code: Select all
ACTOR TomNook replaces CommanderKeen
{
Health 666
Radius 16
Height 72
Mass 10000000
PainChance 256
+SOLID
+SPAWNCEILING
+NOGRAVITY
+SHOOTABLE
+COUNTKILL
+NOICEDEATH
+ISMONSTER
PainSound "grunt/pain"
DeathSound "tomnook/dead"
States
{
Spawn:
TNOK A -1
Loop
Death:
TNOK AB 3
TNOK C 3 A_Scream
TNOK DEFGH 3
TNOK I 3
TNOK J 3
TNOK K 3 A_KeenDie
TNOK L -1
Stop
Pain:
TNOK M 4
TNOK M 8 A_Pain
Goto Spawn
}
}
Re: New custom CommanderKeen enemy doesn't trigger Tag666 li
Well, I don't know if this is what you want to hear or not but it "works for me™".
Using your code, except changing the TNOK sprites to TROO so that I could see them, I made a very simple map, put a commander keen in it and ran it. When I kill the imp hanging from the ceiling, the door opens.
Using your code, except changing the TNOK sprites to TROO so that I could see them, I made a very simple map, put a commander keen in it and ran it. When I kill the imp hanging from the ceiling, the door opens.
- Attachments
-
KeenTest.pk3
- (1.59 KiB) Downloaded 22 times
- lizardcommando
- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: New custom CommanderKeen enemy doesn't trigger Tag666 li
I'm convinced it's the map that I am working on that is messing up. The Tag 666 works fine in MAP32 with my custom Keen replacement. I tagged the sector that needs the Tag 666. Not sure what else I am doing wrong here.
-
- Posts: 5039
- Joined: Sun Nov 14, 2010 12:59 am
Re: New custom CommanderKeen enemy doesn't trigger Tag666 li
Post the map/mod, then.
Re: New custom CommanderKeen enemy doesn't trigger Tag666 li
A_KeenDie opens a door. Have you checked for the usual reasons a door would fail? For example, a door raises to the height of the lowest neighboring ceiling, minus 4. So if you have a setup where you have two separate doors that touch, each one will block the others -- you'll actually see the door plunging slightly deeper as instead of being at height 0, it'll go to height -4...
- lizardcommando
- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: New custom CommanderKeen enemy doesn't trigger Tag666 li
Ok, I think it was basically what Gez was saying was the issue. I thought A_KeenDie would work if you use it for doors and platforms. I had set the floor height and ceiling height both to 0 instead of 128. It seems to be working now.