How do I make a monster in it's death state react to projectiles?
I have a SSG that shoots a bunch of small projectiles that each have a small amount of A_Radiusthrust. I want the amount of projectiles combined thrust to send the monster flying back, but when the monster dies, the rest of the projectiles just pass through it.
How would I get the effect I want?
Make a monster in it's death state react to projectiles?
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Re: Make a monster in it's death state react to projectiles?
Simply set it to the unshootable state at the end of the death animation.
At least i hope that works.
Edit: You may have some unforeseen consequences if you want to make a monster react to projectiles in its death state. For example, normally you could probably take down 4 zombiemen with one ssg shot, but since bullets won't pass through on death you'll probably only kill one. I don't think there's a good way to fix this.
At least i hope that works.
Edit: You may have some unforeseen consequences if you want to make a monster react to projectiles in its death state. For example, normally you could probably take down 4 zombiemen with one ssg shot, but since bullets won't pass through on death you'll probably only kill one. I don't think there's a good way to fix this.
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Re: Make a monster in it's death state react to projectiles?
maybe you could make the monster spawn a copy of itself which would be just like a normal monster, but it stays on a static sprite (the last on in death sequence, obviously), doesn't attack the playre and doesn't count on kills.
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Re: Make a monster in it's death state react to projectiles?
In decorate you can set on monster budda flag and use A_JumpIfHealthLower(2, "state name") at the beginning of the pain/idle/see state to throw monster into specific state in which you unset budda flag and take last 1-2 hp of a monster and send him to death state.
Or make projectile which give to monster inventory some dummy item, amount of which then counts in first death state sequence and then multiply by this number it speed.
But better use zscript. It much more flexible and dont require calling to hackermans, bug-o-users and gods of a program crutch for such a thing.
Or make projectile which give to monster inventory some dummy item, amount of which then counts in first death state sequence and then multiply by this number it speed.
But better use zscript. It much more flexible and dont require calling to hackermans, bug-o-users and gods of a program crutch for such a thing.
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Re: Make a monster in it's death state react to projectiles?
I think, without having tested it, it would work set it back to +shootable at the very instant of death ("override void Die()" or the first death state sprite). This has consequences for autoaim, however, and possibly other effects that can get a lot weirder and more frustrating to debug than shotguns no longer being grossly overpowered.
Failing that, I know it works to spawn at the instant of death a second actor that takes the hits from the rest of the shotgun blast. This actor should have the same bloodcolor and last at least a couple ticks to take care of any projectiles coming in very quickly but not instantly after the first set.
Failing that, I know it works to spawn at the instant of death a second actor that takes the hits from the rest of the shotgun blast. This actor should have the same bloodcolor and last at least a couple ticks to take care of any projectiles coming in very quickly but not instantly after the first set.
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Re: Make a monster in it's death state react to projectiles?
I was asking something similar, how can I make an enemy react in this way?
https://youtu.be/_OjmmX1oqBk?t=175
I mean that when you shoot him he is suspended for a while in the air and that you can shoot him again sending him higher. is it possible on doom?
https://youtu.be/_OjmmX1oqBk?t=175
I mean that when you shoot him he is suspended for a while in the air and that you can shoot him again sending him higher. is it possible on doom?