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 [Fixed] Infected spawn bug (Near game breaking)

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Major Cooke
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Posts : 5091
Join date : 2009-04-28
Location : Banana land.

PostSubject: [Fixed] Infected spawn bug (Near game breaking)   Mon Jun 11, 2012 7:19 am

So I made a recent discovery...

Code:
Actor DummyMonster
{
   +NOTARGET
   MONSTER
   //-ISMONSTER
   -COUNTKILL
   -SHOOTABLE
   -SOLID
   +NONSHOOTABLE
   +THRUACTORS
   +NODAMAGE
   //+LOOKALLAROUND
   Radius 12
   Height 56
   Speed 10
   Scale 0.2
   States
   {
   Spawn:
      TNT1 A 0
      TNT1 A 10 A_Look
      Wait
   See:
      TNT1 A 4 A_Chase("","")
      TNT1 A 0 A_CheckSight(1) //<--Cause of the bug
      Loop
      TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
      TNT1 A 0 A_SetShootable
      TNT1 A 0 A_Die
   Death:
      TNT1 A 0 A_SpawnItemEx("L4DSmallMobRunner",0,0,0,0,0,0,random(0,359),32,210)
      TNT1 A 0 A_SpawnItemEx("L4DMediumMobRunner",0,0,0,0,0,0,random(0,359),32,250)
      TNT1 A 10 A_Fall
      Stop   
   }
}

I was using the wrong action function here to check for sight of the player. This would result in all the dummy actors that are supposed to teleport in to not do so. You know those sectors which would allow monsters to teleport in if you hit a trigger or do something to make them "spawn" or "invade"?

Well I digress...

The remedy is simple:

Replace:
Code:
A_CheckSight(1)
With:
Code:
A_JumpIfTargetInLOS(1,0)

The results: A spectacular increase in zombie spawning and getting more bang for your buck in terms of monstrous hordes. This may require a bit of rebalancing, though fine-tweaking the amount of zombies being spawned should be good enough.

_________________
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DBThanatos
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PostSubject: Re: [Fixed] Infected spawn bug (Near game breaking)   Sun Mar 01, 2015 11:33 pm

Fixed. I think

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[Fixed] Infected spawn bug (Near game breaking)
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