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/vr/ - Retro Games

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>> No.8287512 [View]
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8287512

>>8287508
Now here comes the tricky part: The original BrutalFriends doesn't fully take advantage of the SwitchableDecoration aspect of the actors, treating them more like SwitchingDecoration (can only be activated, not deactivated) so when you activate them they despawn and instantly spawn another version that doesn't move but can still shoot and stuff (Following and Holding Position orders), which means whenever you activated them they would go back to the Spawn state and recover all their health and items (ammo, bandages, armor).
I had to change their activation from THINGSPEC_Activate to THINGSPEC_Switch|THINGSPEC_Deactivate, so that when you first click "use" on them they go to their Inactive state instead of Active and can be switched back.
Now I had to basically replicate the other "holding position" actor's behavior and A_LookEx in Loop proved to be the solution here. With it I can make them deaf (don't start moving again when you shoot like they were doing in earlier tests) but still react to a monster that gets in their field of view, and instead of jumping to their normal See or Missile state which would make them start moving again, they will jump to an alternate See state that has an A_Chase with a CHF_DONTMOVE flag and redirects to an alternate Missile state, which is indistinguishable from the normal shooting state except for the fact that it has Goto Inactive instead of Goto See at the end.

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>> No.4050743 [View]
File: 301 KB, 900x675, 1449715676346-1.jpg [View same] [iqdb] [saucenao] [google]
4050743

Did anyone ever manage to make something like a dynamic music system?

>have x amount of enemies in sight
>music changes to action music
>last enemy dies
>cue music closing sound (think Baldur's Gate)
>normal music resumes playing

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