I have an enemy, which does a few things upon dying when spritepal 30, 31 or 32. It works, when that enemy is put on the ground in Build. However, when it is spawned by a RESPAWN it does nothing and judging from its spritepal dependant behaviour it has pal 0. I've come with an idea to put the foe on the conveyor belt, where it could be moved into the silent teleport. But somehow it doesn't bother the conveyor belt's motion and it doesn't fall into the teleport's chasm even though it has 'fall' command in its code. Changing 'actor' to useractor enemy' also doesn't change things.
I've tried to code it out in EVENT_GAME. Maybe my logic is wrong, but I will show, what was done:
gamevar OWNER 0 0 gamevar PAL 0 0 ifactor MAMA getactor[THISACTOR].owner OWNER ifvare OWNER RESPAWN getactor[OWNER].pal PAL setactor[THISACTOR].pal PAL //OR ifvare PAL 30 spritepal 30
It doesn't work. Is there a workaround to have that enemy appear on demand and do the special actions?

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