custom enemies stuck in water
#1 Posted 02 June 2014 - 05:31 PM
This post has been edited by Mark.: 02 June 2014 - 05:34 PM
#2 Posted 03 June 2014 - 10:12 AM
Do you need them to enter the water sectors at all? It wouldn't be very difficult to code them so they stay away from the water.
#3 Posted 03 June 2014 - 10:17 AM
This post has been edited by Drek: 03 June 2014 - 10:18 AM
#4 Posted 03 June 2014 - 10:40 AM
#5 Posted 03 June 2014 - 10:49 AM
This post has been edited by Jimmy: 03 June 2014 - 10:50 AM
#6 Posted 03 June 2014 - 02:58 PM
Unfortunately the water sections in the maps are too entwined with the rest of the areas to be removed. In 2 instances water cuts across the middle of the maps and enemies need to pass through. Also, if water was off limits to enemies then the player would have an unfair "safe place" to sit and pick off the enemies. FYI, one of my non-custom enemies replaces the Newbeast. That one gets stuck in the water sections just like my custom ones.
And thanks for the link. I saved it to my favorites. You never know when bits of code might come in handy.
This post has been edited by Mark.: 03 June 2014 - 03:02 PM
#7 Posted 03 June 2014 - 03:07 PM
Trooper Dan, on 03 June 2014 - 10:40 AM, said:
Or I just recommend an older version of Eduke to run the mod. I know, not recommended.
#8 Posted 25 June 2014 - 11:05 AM
#9 Posted 06 July 2014 - 10:48 AM
Quote
The following enemies are the only enemies which do not seem to be compatible with any type of Teleporter other than Transport Elevators.
SHARK (#1550)
OCTABRAIN (#1820)
COMMANDER (#1920)
GREENSLIME (#2370)
#10 Posted 15 July 2014 - 09:56 AM
Now, it appears completely different and even broken to some extent. Occasionally when ANY non-flying enemy units makes contact with the surface of water (sector with a lotag of 1) they will rapidly and repeatedly flicker between the two sectors. As I've been playing through the normal game with no mods, then this particular instance is no specific to custom actors. Also, the actors are, once again, unable to jump out sectors with a lotag of 1. I actually thought it was intentionally removed due to game logic changing reasons.
However, I have once again posted an issue without trying the latest build of Eduke32 >_<
I'll be re-trying this out later on with the newer version.
This post has been edited by Chip: 15 July 2014 - 09:57 AM
#11 Posted 16 July 2014 - 06:30 AM
#12 Posted 20 August 2014 - 10:19 AM
In hindsight, my change didn't make much sense either. What I have committed in r4575 is that we check only for the "jumptoplayer_only" (as it's called in Lunatic), which I think is the intended behavior. Can somebody affected try out the change and report whether it helps? I am also attaching a test map. Enable god mode and lure the lizman into/out of the water. You'll see that sometimes, he still may walk on it.
Attached File(s)
-
newboard_jumptoplayer.zip (1.79K)
Number of downloads: 127
#13 Posted 20 August 2014 - 11:26 AM
I might not be the best tester because of my modified cons. In my case the custom enemies are submerging all the way down instead of the usual half way down. And they are still not coming back out. One enemy which is a newbeast replacement using original code sometimes submerges and sometimes not. It will exit the water. BTW, this was in my map and not the test map. I guess I should try it out too.....
In the test map. Any of my enemies that use original code are working fine. My custom ones are hit and miss. Most of the time they submerge all the way down and don't come up and just a few times one of them worked as it should then it joined the others at the bottom.
This post has been edited by Mark.: 20 August 2014 - 11:52 AM
#14 Posted 20 August 2014 - 11:49 AM
Mark., on 20 August 2014 - 11:26 AM, said:
So for you the pre-r4378 behavior is the best, right? In that case maybe we should revert to TX's version (checking for any of the two bits in 'jumptoplayer').
#15 Posted 20 August 2014 - 11:57 AM
This post has been edited by Mark.: 20 August 2014 - 11:59 AM