lllllllllllllll, on 28 March 2024 - 07:29 PM, said:
To avoid messing with the to-be-deleted recons, check their size before you do anything to them. A sprite waiting to be deleted is going to be tiny. By making sure they are larger than 4x or 4y you can size just the relevant recons. But a RESPAWN'd sprite is going to start tiny too.
event_egs affects recons spawned by RESPAWN
event_loadactor affects recons placed on the map
event_spawn affects both recons placed on the map and spawned by RESPAWN
So you just need to check loadactor sizes and then apply the change there, and respawns in egs do not need to be checked before you modify them.
If you set the check in event_spawn it will process RESPAWNs but won't do anything to them since they are smaller than 4x 4y.
Just one or the other xrepeat or yrepeat needs to be checked.
Sometimes you'll find sprites that spawn tiny no matter what and you can use
ifle sprite[].lotag userdef[].player_skill
to check the skill setting directly
Or you can combine the two in event_spawn with something like
ifactor RECON { ifspawnedby RESPAWN sizeat 56 48 else ifle sprite[].lotag userdef[].player_skill sizeat 56 48 }
mashed enter
Holy shit, wasn't expecting so many details on how to do it... Thank you so much!
EDIT: I ended up doing this, and it seems to work well
// Fixed RECON actor size onevent EVENT_LOADACTOR switch sprite[].picnum case RECON sizeat 48 48 break endswitch endevent
One more thing... there is a bug that is getting me crazy and I want to fix it. Sometimes, the Sentry version of the bosses just don't die, they get in a kind of stuck state, facing the same direction and shooting at me, and they don't die. What is causing this?