The safest way to remove an enemy's palette - or for that matter, any sprite's properties set in the map editor - without unexpected side effects is during EVENT_SPAWN:
appendevent EVENT_SPAWN
{
switch sprite[].picnum
{
case PIGCOP
case PIGCOPDIVE
case PIGCOPSTAYPUT
case LIZMAN
// and so on...
seta .pal 0
break
}
endswitch
}
endeventI'm not actually sure if you have to check specifically for the dive, stayput, etc. variations but it would be easy enough to test. Also if you ever wanted to store the PAL for some use in the future, you'd do it here (with a per-actor gamevar) before setting the PAL back to 0.

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