Scripted marine stuff

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Bio Hazard
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Scripted marine stuff

Post by Bio Hazard »

i want to have scripted marines in my level to act as NPCs meaning that you can talk to them (via ACS) currently i have them dormant inside a sector with acs_execute specials... this works fine

also i want moving NPCs too (you dont need to talk to them) but actormover wont work for this (it looks very strange) so i used patrol points instead, but this means the marine has to be active, so hell shoot at me (at least the frames) and because hes active i can kill him.

so i said: "why dont i make it so if you kill 1 marine all the marines on the level thing_hate you?" like the old "marathon" games... trouble is, i cant get the marine to not hate you without hating something else, therefore he wont follow his path, which is bad...

also is there a way to have moving NPCs "talk to able" (via ACS) without killing them? like having the activator to be "USE" instead of "KILL" like linedefs. if not possible with the editor you could specify the activator in an open script with Thing_SetSpecial.

basic problem:

active marines should be able to stand still, not hate anything or both. any way to do this? also you should be able to activate objects (like some objects in hexen appear to do)

EDIT: i figured out how to get an active marine to stand still
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Zell
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Post by Zell »

well thats simple. Use the thing_hate type 2. That means he will only attack the player if shot.
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