Code: Select all
States
{
Missile:
Goto See
Melee:
TROO EF 8 A_FaceTarget
TROO G 6 A_CustomMeleeAttack (3 * random(1, 8), "imp/melee", "none")
Goto See
}
Code: Select all
States
{
Missile:
Goto See
Melee:
TROO EF 8 A_FaceTarget
TROO G 6 A_CustomMeleeAttack (3 * random(1, 8), "imp/melee", "none")
Goto See
}
Code: Select all
Missile:
stop
Correct. For refrence, "goto see" will cause the Imp to still try ranged attacks, which will make it appear to reset its walking (which will look odd).gerolf wrote:unless of course you meant to change only the missile part of his code.
renaldones wrote: Anyways, I'm trying to do this thing where there's a locked "door" (it's a floor that lowers) that will only open if hit by a rocket. But not until after a specific enemy (the only hellknight in the map) is killed.
Right now, I've got a "script execute" special on the wall facing the player of the floor that lowers, that calls for this script:
While(ThingCount(T_HELLKNIGHT, 5) > 0)
delay(20);
Floor_LowerToLowest(0, 16);
Before the hellknight dies, I shoot it and it doesn't open. If I shoot it after the hellknight dies, it opens. But if I shoot it before then hellknight dies, AFTER it dies the door opens without me shooting it. I tried changing "while" to "if," and the door opened when I shot it after the hellknight teleported in but before I killed it. By the way the hellknight only teleports in after you kill all (3) cacodemons in the level.
I feel like I'm really close to the solution but I'm missing one really important piece of information in order to solve it. And the wiki sure as hell isn't going to give it to me, so I figured I'd ask here.
Code: Select all
if(ThingCount(T_HELLKNIGHT, 5) == 0)
{
Delay(20); // Optional delay after rocket fired
Floor_LowerToLowest(0, 16);
}
// The following simply tells you to kill the Hell Knight first if you shoot the door early
else
{
Print(s:"You must kill the Hell Knight first!");
}
Vaecrius wrote:2. an animated image on the status bar that appears if you do not have a specified inventory item?
Code: Select all
InInventory not TheItem
{
drawimage "ANIMIMAG", x, y;
}
rgbtex* are the textures to use when playing while using the hardware renderer, e.g GZDoom. paltex* are the textures to use when playing while using the software renderer, e.g ZDoom. Simple as that.renaldones wrote:So how do I get the PALVERS lump to work? The example on the wiki doesn't make any sense to me, but I assumed I just write the name of the texture/flat/sky and nothing else, but that crashed zdoom.