Reaper_Man, on 25 July 2022 - 10:52 AM, said:
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 } endevent
I'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.
Hey thanks for that explanation. I understand completely and I’m glad u knew exactly which enemies have a different palette setting for a reason in the maps. I really just need to alter the pigs and octabrains as far as i can tell so I should be safe.
Got another one for u. Is there any way to force the jet pack to turn on when wielding a certain weapon?