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 [Fixed] Multi-stage enemies

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Major Cooke
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Posts : 5098
Join date : 2009-04-28
Location : Banana land.

PostSubject: [Fixed] Multi-stage enemies   Wed Oct 20, 2010 10:20 am

There's a current bug with monsters like the Motorbike Leonard who if you kill with the Hand of God primary, right as the bike explodes the seeker will suddenly attack the actor which is preventing the boss from being considered dead. It's a simple fix, just add +CANTSEEK to it like this:

Code:
Actor LeonardSpawner
{
   Monster
   +NOCLIP
   -SOLID
   Health 10000000000000000000000000000000
   Radius 0
   Height 0
   +NORADIUSDMG
   +NOBLOOD
   -COUNTKILL
   +BOSSDEATH
        +CANTSEEK
   RenderStyle None
   States
   {
   Spawn:
      NULL A 0
      PLAY A 0 Thing_ChangeTID (0, 755)
      NULL A 1 A_SpawnItemEx("LeonardMotorcycle",0,0,0,0,0,0,0,304)
      Goto Waiting
   Waiting:
      NULL AAAA 5
      loop
   Death:
      NULL A 3
      Stop
   }
}

This will prevent seeker projectiles from randomly smacking into the ground at a certain point (the spawn/placement point to be precise)
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DBThanatos
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Join date : 2008-09-03
Location : Beyond the unholy grave; Altering the future.

PostSubject: Re: [Fixed] Multi-stage enemies   Fri Oct 22, 2010 7:02 pm

Im not ignoring this one. This should be added indeed, but I dont want to modify any of my files until we gather enough stuff to fix (if we do find much more to fix Razz )

So, I'll leave this open as a reminder
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[Fixed] Multi-stage enemies
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