I tried just doubling mo.health for all enemies but it just made them stop moving completely. Is there a way to add health to all enemies without just having convoluted code?
It's completely fine, don't apologize. You really deserve a break because you've been working on this so hard, and if you have school going on, nobody can blame you for not being able to work on the mod. I understand how hard it is to balance school and modding because of the overwhelming demand...
...= true
end
if (mo.flags & MF_ENEMY)
and not mo.extraenemy then
mo.extraenemy = P_SpawnMobjFromMobj(mo, mo.extraenemyx*35*FRACUNIT, mo.extraenemyy*35*FRACUNIT, 0, mo.type)
mo.extraenemy.doitonce = true
end
if mo.extraenemyvar == nil then...
For some reason it just randomly stopped working. I haven't made any adjustments to the code for the enemy pointing and the rest of the code works just fine.
if mo.extraenemyvar == nil then
mo.extraenemyvar = false
end
if not (mo.extraenemy and mo.extraenemy.valid)
or...
Hey, I'm back! I decided I'll go back to Glare and finish him up before I move on to any of the other Wisps. I've noticed a few issues in Glare's sprite so I've gone ahead and redesigned him.
The new sprite is on the left and the old one is on the right for comparison. I might still change the...
You can use P_RandomRange(a, b) where a is the minimum and b is the maximum (the difference between a and b has to be less than FRACUNIT or 65536). For example:
if mo.variable == nil then
mo.variable = P_RandomRange(1, 15)
end
Ohhh, my bad. In that case, use if player.mo.momz > -50*FRACUNIT then player.mo.state == S_PLAY_JUMP or replace S_PLAY_JUMP with whatever animation you want
Tried this and for some reason its still not working. All the copies are facing forward still and don't move unless the player goes in front of them
addHook("MobjThinker", function(mo)
if not (mo.extraenemy and mo.extraenemy.valid) return end
mo.extraenemy.drawangle =...
They spawn now but one of the enemies stays at normal size while the other is scaled properly, and I believe I did P_RandomRange incorrectly because both enemies spawn inside each other
EDIT: I fixed the problem with the copy having an unchanged size but they're all facing in one direction(I...
...3)
end
if (mo.flags & MF_ENEMY)
and not mo.extraenemy then
mo.extraenemy = P_SpawnMobjFromMobj(mo, mo.extraenemyx*3*FRACUNIT, mo.extraenemyy*3*FRACUNIT, 0, mo.type)
end
if mo.doitonce == false then
mo.scale = $/2
mo.doitonce = true
end
end)
...== nil then
mo.extraenemyy = P_RandomRange(-3, 3)
end
if mo.doitonce == false then
P_SpawnMobjFromMobj(mo, mo.extraenemyx*3*FRACUNIT, mo.extraenemy*3*FRACUNIT, 0, mo.type)
end
if mo.doitonce == nil then
mo.doitonce = false
end
if...
I also tried going from the normal death animation to the drowning one (specifically when the player has gotten enough speed to take damage) but I'm not really sure if I like it. What do you guys think?
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