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I've recently discovered the joys of DECORATE, and I've had a lot of fun making armies of monsters to do my bidding. However, whenever I'm making a monster with both a Missile and a Melee attack, I'm finding that the monster never uses the melee attack anymore. It always opts to use the projectile--even when I continually stand right next to it!
Does this have anything to do with the fact that the monster I'm making is using A_SkullAttack in his Missile state? I've tried doing lots of things, such as attempting to use an A_JumpIfCloser function to make it jump to the melee attack if the player was closer than 16 units, but that didn't seem to work at all. Any help would be much appreciated; I'm glad to learn more about the mysteries and common-sense applications within the DECORATE lump!
The problem here is that the radius of the monster is too large. Unless you are using the latest .96x version only small monsters can use melee attacks. In the latest unofficial build there's the 'meleerange' property to overcome this problem.
Thank you, Graf Zahl and chaoscentral! I had never known that the radius had any bearing on the melee attack. I need to go back and read the wiki until my eyes fall out...
And Deathsong12, I'm unable to post it to a WAD, sadly. I obtained all the graphics and information from the QDOOM wad... in its text file, it explicitly states that one is not allowed to use portions of the wad in other projects.
You're not missing anything, though. It's just a Fiend from Quake... nothing incredibly exciting. (And incredibly easy to make yourself with QDOOM.wad... barring this little radius problem!) Heh, if you really want a screenshot I could take one and post it..
It's not too important. Just as long as you are learing decorate. While I'm posting, is there any way to set an X-offset for melee attacks? Or for cutstom punching parameters in weapons?