Making a non-resurrectable monster?

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Snarboo
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Making a non-resurrectable monster?

Post by Snarboo »

How do you make a monster that an Archvile will not resurrect? In my case, I've made a monster that inherits from the Mancubus so it's compatible with Map 07, and since it's being inherited, it has a Raise state. I tried fooling around with my monster's Raise state by telling it to go back to the death state, but this crashed GZDoom in a real hurry as I guess the Archvile entered an infinite loop where it would try to resurrect the monster.

Since compatibility is important, does my monster have to inherit from the Mancubus? Or it does it need A_BossDeath in its death state only? If that is the case, I should be able to remove my monster's Raise state so it can't be resurrected. Thanks. :)
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Cutmanmike
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Post by Cutmanmike »

If you look at the list of actor classes in the wiki you could just copy over the mancubus code and make edits accordingly. Other than that I don't know a way to clear states.
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Snarboo
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Post by Snarboo »

I think it's possible if I fool around with the Map Info lump. I'll try just replacing the Mancubus first without inheriting from it and see if that works. I want the easiest and most compatible solution possible, honestly.

Edit:
That worked. Map 07 still worked when all of my custom monsters died but the Archvile I summoned didn't seem too interested in them. ;)
Classic Doom Guy
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Post by Classic Doom Guy »

You know, the Cyberdemon, the Spider, and the Archvile itself, are unable to be brought back.

I thought it was just a simple matter of not giving them any respawn frames.
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Snarboo
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Post by Snarboo »

If you inherit from an existing actor, it will have all the original frames, flags, properties and states as the original. Since my monster no longer inherits from the Mancubus, I just deleted the Raise state.
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Zippy
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Post by Zippy »

The actual way to remove an unwanted state is

Code: Select all

Raise:
   Stop
This will prevent an actor from being raised by the ArchVile.
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