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annoying hardcoded enemy on water behavior

User is offline   Danukem 

  • Duke Plus Developer

#1

Put a pigcop on a lotag 1 sector and he'll appear to be half-submerged most of the time (good), but then he stands on top of the water when he fires (bad). Of course, they will get transported under water if there is an SE 7 on the sector, but some pools don't have that. Also, I'm working on a TC where enemy swim and don't sink (disabled their teleporting flag).

I understand why they are made to stand on top of the water when firing; if they didn't do that, their shots would miss. But it looks really bad, and I haven't been able to try my own CON solution because of the hardcodedness of the water behavior.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2

I would assume you tried cstat with a bit of 128 at the time of firing? (That *should* stop the standing on the water) and would htactorstayput work for stopping them from going into the water?
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User is offline   Danukem 

  • Duke Plus Developer

#3

View PostThe Commander, on Jun 25 2009, 02:11 PM, said:

I would assume you tried cstat with a bit of 128 at the time of firing?


I wanted an elegant system using the same code for every monsters, not to nullify one kludge by using another kludge. That sort of thing is common in Duke modding but that doesn't mean I have to like it.

View PostThe Commander, on Jun 25 2009, 02:11 PM, said:

and would htactorstayput work for stopping them from going into the water?


No, don't cripple them by keeping them in one sector. Allow them them to roam, but set the no teleport bit in their sprite flags.
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User is offline   Jimmy 

  • Outta jail, back in rehab

#4

Interesting, if you can code it, I might be able to work up some 8-bit swimming art for the enemies. Don't quote me on that though.

I have always hated this too. I think the Enforcer does the same thing.
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User is offline   Danukem 

  • Duke Plus Developer

#5

I don't want swimming animation, I'm perfectly content with having them wade hip deep in water. I just don't like them standing on top of it ;)
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User is offline   Stabs 

#6

while we are on the subject of enemies doing funny things, is there something that can be done about enemies not shooting through glass?, they just walk up to it and keep trying to walk through it.
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User is offline   Danukem 

  • Duke Plus Developer

#7

View PostDanM, on Jun 26 2009, 12:31 AM, said:

while we are on the subject of enemies doing funny things, is there something that can be done about enemies not shooting through glass?, they just walk up to it and keep trying to walk through it.


Are you talking about walls made of glass, or breakable glass sprites? If this is a Duke Plus issue, try the DP thread.
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User is offline   Jimmy 

  • Outta jail, back in rehab

#8

View PostDeeperThought, on Jun 26 2009, 12:15 AM, said:

I don't want swimming animation, I'm perfectly content with having them wade hip deep in water. I just don't like them standing on top of it ;)

Ah, when you said swimming I thought you meant when they were underwater. Either way I think this is a very good idea.
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