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>> No.4074458 [View]
File: 2.48 MB, 642x482, skeletons.webm [View same] [iqdb] [saucenao] [google]
4074458

I have a strange issue.

I have made a bowl that releases piranhas (a year or so ago) and now I wanted to try to add skeletons for dying/dead enemies.

I have the skeleton and sprite and all that fuzz, but right now I fail to implement it properly.

Currently it goes like this:

Piranha (ripper projectile) A_RadiusGives the item "skelspawn" to corpses in a certain radius.
skelspawn is a dummy that only calls a script.

script "spooky" (void)
{
If((GetActorProperty(0,"Health")<=0)&&(CheckInventory("skeltest")==0))
{
SpawnSpot("piraskel",0);
GiveInventory("skeltest",1);
}
}

This script should check whether the actor is actually dead and if it already has another dummy inventory called skeltest.
If that applies, it spawns the actual skeleton and gives one skeltest inventory in order to prevent another skeleton spawning on that corpse again.
However, that last part is just theory and as you can see in the webm, the skeletons are spawned until the piranha is dead.
Since they are rippers, I can not give the item on death. I think it has something to do with who gets the dummy items, but reading about pointers and targets made my brain hurt (And A_GiveToTarget doesn't work at all).

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