A question with both ACS and DECORATE

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Locked
User avatar
Sonnyboy
Posts: 1156
Joined: Sun May 03, 2009 5:40 pm
Location: A pinch here, a dab there
Contact:

A question with both ACS and DECORATE

Post by Sonnyboy »

I made a quick scan through the WIKI, and I need to know:

Is it possible to force a monster in a particular activity state through a ACS?
Something like through an ACS code, you might make an Imp spontaneusly thrust his claw. I think that's his MELEE state?
I'm not a DECORATE genious. I'm not even a DECORATE novice. The only DECORATION'S I've ever made were non-interactive scenery objects. Any help on this would be appreciated. :)
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: A question with both ACS and DECORATE

Post by Snarboo »

You don't necessarily need ACS for this. If simply want a monster that has a random, special attack, you can use [wiki=A_Jump]A_Jump[/wiki] at the start of a state to make the monster jump to another one at random. If you want the monster to do a special attack, such as a combo, you can use inventory items and [wiki=A_JumpIfInventory]A_JumpIfInventory[/wiki] to help the monster keep track of which attack to do next in the sequence.
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: A question with both ACS and DECORATE

Post by Ceeb »

If you wanted an imp to suddenly enter a state (or any thing for that matter) in a scripted sequence, though, try [wiki]SetActorState[/wiki].
User avatar
Sonnyboy
Posts: 1156
Joined: Sun May 03, 2009 5:40 pm
Location: A pinch here, a dab there
Contact:

Re: A question with both ACS and DECORATE

Post by Sonnyboy »

Yes, yes, that's exactly what I wanted. Thanks, Ceeb, and Snarboo.
User avatar
Zhs2
Posts: 1303
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere
Contact:

Re: A question with both ACS and DECORATE

Post by Zhs2 »

Wiki wrote:Note that you should refrain from using this function for any actors that use the monster AI, or unpredictable results could occur.
User avatar
Sonnyboy
Posts: 1156
Joined: Sun May 03, 2009 5:40 pm
Location: A pinch here, a dab there
Contact:

Re: A question with both ACS and DECORATE

Post by Sonnyboy »

Zhs2 wrote:
Wiki wrote:Note that you should refrain from using this function for any actors that use the monster AI, or unpredictable results could occur.
I'm willing to risk this.
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: A question with both ACS and DECORATE

Post by Ceeb »

It works fine for cutscenes. You can shunt a dormant enemy into a state for effect, and then kill it/remove it/let it behave normally.

It's obviously a bad idea to use as a part of a monster's regular behavior, but for scripting, with dormant enemies, it's fine, and I've done it.
User avatar
Sonnyboy
Posts: 1156
Joined: Sun May 03, 2009 5:40 pm
Location: A pinch here, a dab there
Contact:

Re: A question with both ACS and DECORATE

Post by Sonnyboy »

Well, obviously. :)

That's the only reason I want to do this, I just assumed that that would be the only reason anyone would want to do it.
Sorry for not clarifying!!
User avatar
Zhs2
Posts: 1303
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere
Contact:

Re: A question with both ACS and DECORATE

Post by Zhs2 »

Dunno if you saw it or not, so I decided to be annoying. Kudos! :wink:

Either way, that's useful information. Wonder if it works on player weaponry just as well... <_<>_>
Locked

Return to “Editing (Archive)”