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Remove the blood from the Recon Pigcop Vehicle

User is offline   F!re-Fly 

#1

Good evening! I noticed that the RECON were bleeding when the player shot it. Which is not very logical. Is there a way around the problem?

Is there a code like this?

onevent EVENT_EGS
switch sprite[THISACTOR].picnum
case JIBS6
getactor[THISACTOR].owner TEMPFIX1
getactor[TEMPFIX1].htg_t 8 TEMPFIX2
ifvarg TEMPFIX2 -1
ifspawnedby RECON // no blood
Endswitch
Endevent

This post has been edited by leninjableu: 21 October 2018 - 01:52 PM

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User is online   Danukem 

  • Duke Plus Developer

#2

I'm pretty sure the blood would be spawned by SHOTSPARK1, because the blood spawns where the bullet hits, not at the center of the RECON. You would have to get into the htg_t member of the owning SHOTSPARK1 when it spawns, and then depending on the circumstances either delete the blood or make it invisible.

The code wouldn't make any sense to you right now. I would advise focusing on something else. But if you want to figure it out, you could look at the htg_t members of the sprite struct in the wiki.
0

User is offline   F!re-Fly 

#3

Other weapons do it too

Add this to the end?

Cstat 32768

This post has been edited by leninjableu: 21 October 2018 - 02:28 PM

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User is offline   F!re-Fly 

#4

I have tried many times, it does not work. Even with SHOTSPARK1, it does not. I set the cstator value like this:

onevent EVENT_EGS
switch sprite[THISACTOR].picnum
case JIBS6
cstator 32768
ifspawnedby RECON
{ getactor[THISACTOR].owner TEMPFIX1
getactor[TEMPFIX1].htg_t 8 TEMPFIX2
ifvarg TEMPFIX2 -1
killit
}
break
endswitch
endevent

it works, but for all monsters. How to define a single monster ?

This post has been edited by leninjableu: 21 October 2018 - 05:47 PM

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