WellDoneSnake
Yoko Shimomura
I'm not sure if I was suppose to make another thread with a soc problem instead of posting in the old one (which I managed to fix the item problem).
This issue is quite different, I made my first custom enemy: "BombNik". It's a enemy that almost has the same set of behaviours and actions as the "Bob-om" in the Mario games. Here is the soc and wad and again the pics were made by me.
I felt I wasn't detailed enough in my previous threads, so please read this spoiler that is supposed to demonstrate what the soc does.
So now that you've read that I can tell you the problem properly. When the enemy explodes it doesn't hurt the player, how do I make it do 'actual damage' to a player that is at least 32-64 fracunits from the enemy.
This issue is quite different, I made my first custom enemy: "BombNik". It's a enemy that almost has the same set of behaviours and actions as the "Bob-om" in the Mario games. Here is the soc and wad and again the pics were made by me.
I felt I wasn't detailed enough in my previous threads, so please read this spoiler that is supposed to demonstrate what the soc does.
1) The first three states (1820-1822) are the looking states.
2) The SeeStates (the states that is when it spots you, 1823-1825).
3) The states for when it chases you (these states are after the seestate, 1826-1828) however the "A_Chase" is looped so you the object only uses "A_FaceTarget" once.
4) I added meleestates and those are the same as the deathstates as if the enemy gets too close or gets attacked it explodes (1830-1833), the first action of those states is "A_Explode" which is supposed to hurt the player (but it doesn't) then the rest of those states are blank as the are just used for different "F008" death/explosion frames.
5) The object's flags are: "MF_ENEMY", "MF_SPECIAL" and "MF_SHOOTABLE".
6) One more thing, because I was using the action state "A_Explode" I did add a damage value.
2) The SeeStates (the states that is when it spots you, 1823-1825).
3) The states for when it chases you (these states are after the seestate, 1826-1828) however the "A_Chase" is looped so you the object only uses "A_FaceTarget" once.
4) I added meleestates and those are the same as the deathstates as if the enemy gets too close or gets attacked it explodes (1830-1833), the first action of those states is "A_Explode" which is supposed to hurt the player (but it doesn't) then the rest of those states are blank as the are just used for different "F008" death/explosion frames.
5) The object's flags are: "MF_ENEMY", "MF_SPECIAL" and "MF_SHOOTABLE".
6) One more thing, because I was using the action state "A_Explode" I did add a damage value.
So now that you've read that I can tell you the problem properly. When the enemy explodes it doesn't hurt the player, how do I make it do 'actual damage' to a player that is at least 32-64 fracunits from the enemy.