set_actor_property

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Ultraviolet wrote:5 chaingunners couldn't trigger a mancubus's pain-chance consistently enough to keep his attack suppressed?

Sure they could. But if the Mancubus got even one attack sequence through they'd be toast anyway. The painchance stuff is randomized so it it is impossible to suppress attacking totally unless you set the pain chance to 255 as in 'always go into the pain sequence'.
User avatar
Ultraviolet
Posts: 1152
Joined: Tue Jul 15, 2003 9:08 pm
Location: PROJECT DETAILS CLASSIFIED.

Post by Ultraviolet »

Try scattering the chaingunners so they can't hit each other or be taken out by a single volley of fireballs. That way you could be down to even 2 chaingunners and still kill the mancubus.

You know, it's funny. When you pit monster AI against monster AI you get what is probably a more accurate depiction of the scenario. IRL a marine wouldn't be able to circle strafe around those fireballs, and it might actually take a few guys to actually suppress what equates to a walking flesh-tank.
User avatar
Enjay
 
 
Posts: 27221
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Post by Enjay »

If it is a cutscene kind of scenario where the player watches, but has no chance to actually become part of the fight, why not cheat and simply kill the mancubus by a script when a suitable period of time has elapsed?
Cyb
Posts: 912
Joined: Tue Jul 15, 2003 5:12 pm

Post by Cyb »

or reduce the mancubi's health by a lot
Locked

Return to “Editing (Archive)”