Posts : 5085
Join date : 2009-04-28
Location : Banana land.
|Subject: [Fixed] Infected spawn bug (Near game breaking) Mon Jun 11, 2012 7:19 am|| |
So I made a recent discovery...
TNT1 A 0
TNT1 A 10 A_Look
TNT1 A 4 A_Chase("","")
TNT1 A 0 A_CheckSight(1) //<--Cause of the bug
TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
TNT1 A 0 A_SetShootable
TNT1 A 0 A_Die
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
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:
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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Posts : 4018
Join date : 2008-09-03
Location : Beyond the unholy grave; Altering the future.
|Subject: Re: [Fixed] Infected spawn bug (Near game breaking) Sun Mar 01, 2015 11:33 pm|| |
Fixed. I think
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