AEons of Death

Forum to the ZDoom Mod AEoD / AEons of Death by DBThanatos
 
HomeFAQSearchRegisterLog in
Similar topics
Latest topics
» super shotgun causes GZDoom to crash
Wed Nov 16, 2016 10:57 pm by Major Cooke

» Nothing visible
Fri Nov 11, 2016 10:27 am by Thefunny711

» [Fixed] Weapons no longer drop
Thu Nov 03, 2016 9:28 pm by Michaelis

» [Closed] v1.01.5 Not starting
Sat Oct 01, 2016 11:24 pm by Michaelis

» Read me. Unfixable bugs.
Sat Aug 06, 2016 6:40 pm by Major Cooke

» [Can't fix] Weapon Upgrade Menu does not freeze reloading.
Sat Aug 06, 2016 6:29 pm by Major Cooke

» Is it playable for d-touch
Tue Aug 02, 2016 8:15 pm by Michaelis

» [Fixed] a Bug and some of my thoughts
Mon Aug 01, 2016 3:20 am by DBThanatos

» About using stuff from the MOD
Fri Jul 29, 2016 11:14 am by Minuk

Search
 
 

Display results as :
 
Rechercher Advanced Search
Who is online?
In total there is 1 user online :: 0 Registered, 0 Hidden and 1 Guest :: 1 Bot

None

Most users ever online was 65 on Wed Nov 30, 2011 12:47 am

Share | 
 

 [Fixed] Target-able spawners

View previous topic View next topic Go down 
AuthorMessage
DBThanatos
Developer
Developer


Posts : 4018
Join date : 2008-09-03
Location : Beyond the unholy grave; Altering the future.

PostSubject: [Fixed] Target-able spawners   Tue Apr 13, 2010 12:58 pm

doomhunter_175 @zdoom.org wrote:
This enemy, as well as the Arachnotron, is attacking continously, though not shooting projectiles, even though there is no enemy there (I revived this enemy). If an enemy comes within it's sight, it shoots projectiles, and then goes into that continous attacking rage, though it isn't really attacking, because it doesn't shoot projectiles.
Spoiler:
 

All v5.x

However, is not only these monsters. It'd be any monster that finds this spot. Apparently is a left over of the old spawners which needed to stay alive while not being anything you could see nor kill.


Last edited by DBThanatos on Sat May 01, 2010 4:42 pm; edited 1 time in total
Back to top Go down
DBThanatos
Developer
Developer


Posts : 4018
Join date : 2008-09-03
Location : Beyond the unholy grave; Altering the future.

PostSubject: Re: [Fixed] Target-able spawners   Wed Apr 28, 2010 5:44 pm

Did i move this one?

Anyway, I havent messed with this so is not fixed, nor anything. Back to bug reports
Back to top Go down
Major Cooke
Developer
Developer


Posts : 5085
Join date : 2009-04-28
Location : Banana land.

PostSubject: Re: [Fixed] Target-able spawners   Sat May 01, 2010 4:12 am

+NOTARGET
+CANTSEEK
Done.

Edit: Okay, I think the title of this topic is misleading...
Back to top Go down
http://majorcooke.deviantart.com
DBThanatos
Developer
Developer


Posts : 4018
Join date : 2008-09-03
Location : Beyond the unholy grave; Altering the future.

PostSubject: Re: [Fixed] Target-able spawners   Sat May 01, 2010 10:23 am

That wont work

That was suggested ages ago, but NOTARGET wont do anything with allies. If allies couldnt attack +NOTARGET monsters, the archviles would not be attacked.

There's a far better way, which is the same to avoid bunnies attacking peasants and whatnot

-ISMONSTER
Back to top Go down
Major Cooke
Developer
Developer


Posts : 5085
Join date : 2009-04-28
Location : Banana land.

PostSubject: Re: [Fixed] Target-able spawners   Sat May 01, 2010 10:40 am

And -SHOOTABLE.

Don't forget though, +CANTSEEK is important because otherwise seeking missiles will keep travelling to where Kilmaatikhan's body exploded, then dropped his head.

However, I think -SHOOTABLE will take care of that.
Back to top Go down
http://majorcooke.deviantart.com
DBThanatos
Developer
Developer


Posts : 4018
Join date : 2008-09-03
Location : Beyond the unholy grave; Altering the future.

PostSubject: Re: [Fixed] Target-able spawners   Sat May 01, 2010 12:10 pm

If it is not a monster, why would it be attacked: CANTSEEK makes no sense, is just pure redundancy

If you remove shootable, it will take away what's for in the first place. Trust me, when I designed those hacky spawners for monsters like makron, dsparil, etc, that are 2 separate monsters in one, I had to take in count every single possibility. If you make it unshootable, it simply wont die with A_KillMaster, and of course that completely ruin the purpose, because they must stay there all the time until the child is dead, and only then, only that way, the spawner will die.
Back to top Go down
Major Cooke
Developer
Developer


Posts : 5085
Join date : 2009-04-28
Location : Banana land.

PostSubject: Re: [Fixed] Target-able spawners   Sat May 01, 2010 1:09 pm

Alright, fine. However, if you summon kilmaatikhan, kill him, and shoot seeking missiles where he first spawned while his roving head is elsewhere (or if it's not deployed)... They will seek right where he spawned. They act like the monsters attacking azanigin's invisible spawner bug, and it causes problems with auto-seekers.

That's why I recommended it.

Better yet, I'll record a video and show you of the bug.
Back to top Go down
http://majorcooke.deviantart.com
DBThanatos
Developer
Developer


Posts : 4018
Join date : 2008-09-03
Location : Beyond the unholy grave; Altering the future.

PostSubject: Re: [Fixed] Target-able spawners   Sat May 01, 2010 3:39 pm

Major Cooke wrote:
Alright, fine. However, if you summon kilmaatikhan, kill him, and shoot seeking missiles where he first spawned while his roving head is elsewhere (or if it's not deployed)... They will seek right where he spawned. They act like the monsters attacking azanigin's invisible spawner bug, and it causes problems with auto-seekers.

That's why I recommended it.

Better yet, I'll record a video and show you of the bug.

DBThanatos wrote:
Trust me, when I designed those hacky spawners for monsters like makron, dsparil, etc, that are 2 separate monsters in one, I had to take in count every single possibility

Major Cooker wrote:
Don't forget though, +CANTSEEK is important because otherwise seeking missiles will keep travelling to where Kilmaatikhan's body exploded, then dropped his head.

DBThanatos wrote:
There's a far better way, which is the same to avoid bunnies attacking peasants and whatnot

-ISMONSTER

So, this tell me you havent even tried this, have you?
You cant retaliate to something assuring is the truth when you havent even tested it.
Remove from a BVictim the "ISMOSTER" flag, and test it. Try using seeker rockets against him.

Oh, and, yes I know the bug Cooke, is the same bug that has been reported countless times since 4.x, is just that until now I found how to solve it
Back to top Go down
DBThanatos
Developer
Developer


Posts : 4018
Join date : 2008-09-03
Location : Beyond the unholy grave; Altering the future.

PostSubject: Re: [Fixed] Target-able spawners   Sat May 01, 2010 4:42 pm

Ok, fixed already, I'd say.

basically I fixed some cyberdemon/spider mastermind spawners that were causing this kind of issues. however, i think im missing more spawners that does this. I checked for the arachnotron and fatso, but I couldnt find anything.

So I'll go ahead and close this as fixed.
Back to top Go down
Sponsored content




PostSubject: Re: [Fixed] Target-able spawners   

Back to top Go down
 
[Fixed] Target-able spawners
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» Marvel Play Skool at Target
» Target (Rouse Hill) 4/3/10
» NECA blowout at Target! Get in quick!
» "All compiler errors have to be fixed before you can enter playmode!"
» Ignore Target Defense

Permissions in this forum:You cannot reply to topics in this forum
AEons of Death :: Public :: General Talk :: Closed Bugs v6.x-
Jump to: