The catch here is that I want this enemy to be non-flying, and whlie the function works, it has some weird beheviour that i would like to be able to tweak. Things like the classic lost soul jankiness of being able to shoot it mid attack and the enemy just kinda awkwardly slides backwards, not being able to modify the tragectory of the attack, the way it can just keep charging at you from across the map when you enter it's attack range, then retreat.
I'm very sure there's a way to impliment a much more robust zcript solution, but ya know, newbie here, i barely know what i'm doing xD
I guess i wanted to check if there's a zdoom extended function first before asking for help with code. There's extended zdoom functions for all kinds of attacks and i'm beginning to realise how much more flexible they are compared to the vanilla doom functions. there's no mention of such existing for A_SkullAttack, but maybe I missed it. Any insight would be greatly appriciated as always x
I guess you can see the code for the enemy in question too:
Code: Select all
class TinySlimelvl1 : actor
{
Default
{
Tag "Tiny Slime lvl.1";
Monster;
Speed 14;
Health 65;
PainChance 256;
Radius 12;
Height 26;
DamageFunction Random(5,15);
MaxTargetRange 256;
Mass 80;
RenderStyle "Translucent";
Alpha 0.8;
SeeSound "";
PainSound "skull/pain";
DeathSound "skull/death";
ActiveSound "pain/active";
BloodColor "55FF55";
Species "Slime";
MinMissileChance 200;
}
States
{
Spawn:
SSLI AA 10 A_Look;
Loop;
See:
SSLI AAAA 4 A_Chase;
Loop;
Missile:
SSLI AA 10 A_FaceTarget;
SSLI A 4 A_SkullAttack(30);
SSLI AA 10;
Goto See;
Pain:
SSLI A 8 A_Pain;
Goto See;
Death:
SSLI Z 6 A_ScreamAndUnblock;
SSLI ZZ 6;
Stop;
}
}