Trooper Dan, on 05 December 2018 - 05:16 PM, said:
Hmm, the firing position does bother a little. The rockets spawn above the Overlord Sentry. I also understand that when monsters are scaled the projectiles will match the scaled monster.
Trooper Dan, on 05 December 2018 - 05:16 PM, said:
https://wiki.eduke32.com/wiki/Cstat
EDIT: I should add, if the corpse is coded to be destroyed when hit with splash damage ("ifhitweapon RPG ...") then obviously you should remove that code for the corpse in question.
The code below is what I have for an experiment.
ifwasweapon RPG
{
sound PRED_DYING
sound SQUISHED
state troop_body_jibs
state standard_jibs
cstat 0
iffloordistl 8
sound THUD
ifrnd 64
spawn BLOODPOOL
state rf
strength 0
move TROOPSTOPPED
action ATROOPDEAD
cstator 32768
This will allow me to blow up the Trooper but it will leave an invisible corpse behind and will respawn in the spot where it died. The goal is to attempt to replicate Doom's Nightmare difficulty respawning and by that I mean to have the monsters respawn regardless of what weapon you kill them with. So far it's been successful but the issue I'm facing is that if you shoot an explosive at the invisible corpse it will explode with guts until the monster respawns. I'm trying to get it to where it doesn't do this.

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