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I do believe that it needs to call either A_BossScream, or A_BossDeath (I can never remember) when it's defeated. That will allow it to trigger Egg Capsules. Of course, bear in mind that that dosen't always work if the game is modified.
 
I'm fairly certain that if the boss has MF_BOSS, and the usual death sequence of A_BossScream, and A_BossDeath. Then they'll work just like a normal boss. Meaning that when they die, they'll either trigger an Egg Capsule, or end the level if they're "multiplayered"
 
Post a link so I can see it.

Or PM me if this is confidentiol SS64 stuff.

(Cause, ya-kow, I'm a hands on kinda person.)
 
Well, I've done it by:

1. Making an FOF (3D area) that covers the area you need, or the whole sector.
2. A type 15 linedef on the side of your 3D area control sector should be tagged to the 3D area control sector.
3. In another sector, make all your execs like usual, except tag the trigger linedef to the length of the 15 linedef.
 
AAAAAAAHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!


So maney things are wrong here.





ATTACKING

1) Missle state is longrange attack.
2) Melee state is close and personal attack.
3) Or they're interchangeable. I forgot.

Having state 0 is stuped. Use your seestate if you don't wan't an attack.


PAIN

The actual hitting hurts the badguy, not the state. Painstate plays a sound affect.

I use move relative direction: 180 for 2 reasons

1) If the player moves back, why not the boss?
2) It keeps the player from bouncing on top of the boss and winning easy. This happens a-lot with Double jump characters like SS64.


MOVING

The 3 major states used for moving are A_Chase, A_Skullatack, and A_Moverelative/absolute.

1) A_Chase works like A_Fireshot. It only happens once per state. For a state that long, something else should be considerd. Unless you like you boss flowting vulnerable in the air. Uses speed variable.

2) A_Skullattack is upredictable. It works best in tiny arenas surrounded by large expanses of death-pit. Your boss will bouce off walls, and be hard to catch, but no threat. If your boss has a large deathpit to move in, he will bounce around, out of site, building speed, untill it comes out of no-whear and hopfully strikes sonic unexpecidly, unless Sonic is jumping or spinning.

3) A_Moverelative is the most reliable, constant form of propultion, with maney functions. Use this often. It is slightly predictable though.

4) None of these can hur the player, without spike-balls or turret-fire.

TARGETING

Just checking the boss flag is enough. A_look is unnesacary. Bosses can think for themselves, and appreciate being able to target who they want.








I can't do anything about the level-ending thing without the level, and I'll look at it, but that isn't my main concern.
 
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