Sat Dec 11, 2021 6:41 pm
Sat Dec 11, 2021 6:51 pm
Sat Dec 11, 2021 7:58 pm
Sun Dec 12, 2021 2:11 am
Sun Dec 12, 2021 3:21 am
Sun Dec 12, 2021 7:17 am
Graf Zahl wrote:Fly to a spot, look at the possible set of next spots, choose one at random, rinse and repeat. If that logic gets disturbed somehow and the wyvern misses the next spot, the game is over.
// [RH] Don't lock up if the dragon doesn't have any
// targs defined
Gez wrote:Something you could try to do with a custom actor derived from the death wyvern is to check for the validity of the tracer pointer before calling A_DragonFlight, and if the tracer is null, go through a function to reacquire one (like A_DragonInitFlight does).
Tue Dec 14, 2021 5:40 pm
Wed Dec 15, 2021 12:25 am
Wed Dec 15, 2021 2:05 pm
Gez wrote:Something you could try to do with a custom actor derived from the death wyvern is to check for the validity of the tracer pointer before calling A_DragonFlight, and if the tracer is null, go through a function to reacquire one (like A_DragonInitFlight does).
Wed Jan 05, 2022 9:15 pm
Enjay wrote:I did notice this in the ZScript for the actor:
- Code:
// [RH] Don't lock up if the dragon doesn't have any
// targs defined
and I thought that it might have been an attempt to at least partially address this but the code for this actor is too much for me to fathom.
Thu Jan 06, 2022 1:42 pm
Thu Jan 06, 2022 8:35 pm
Enjay wrote:Hey! Good to see you. It's been a while. I hope that all is well with you.