http://forum.zdoom.org/potato.php?t=14886
When on map07 the last fatso was killed is a generic mancubus the walls lower, if the last fatso is Hectebus they don't. But both mancubus and Hectebus is THE SAME actor!
Funny bug with tag 666
Moderator: Graf Zahl
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Re: Funny bug with tag 666
It may look like the same type of actor but it's completely different. Don't judge a book by its cover.LIT wrote:But both mancubus and Hectebus is THE SAME actor!
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Re: Funny bug with tag 666
I am the author of that modKarate Chris wrote:[It may look like the same type of actor but it's completely different. Don't judge a book by its cover.

Here is the code:
[spoiler]ACTOR PESpawnerType : Inventory
{
Inventory.MaxAmount 4
-INVBAR
}
ACTOR PEDeafMon : Inventory
{
Inventory.MaxAmount 1
-INVBAR
}
ACTOR PEMonVAR : Inventory
{
Inventory.MaxAmount 1
-INVBAR
}
ACTOR PEMonFIX : Inventory
{
Inventory.MaxAmount 1
-INVBAR
}
ACTOR PEMancubus : Fatso replaces Fatso
{
obituary "%o was squashed by a mancubus."
health 1500
radius 48
height 64
mass 1000
speed 8
painchance 80
seesound "fatso/sight"
//painsound "fatso/pain"
//deathsound "fatso/death"
//activesound "fatso/active"
MONSTER
+FLOORCLIP
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PEMonFIX",1,2)
TNT1 A 1 ACS_ExecuteAlways(832, 0, 0, 0, 0)
GOTO SetMonVAR
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PEMonVAR",1,5)
TNT1 A 0
FATT AB 15 A_Look
TNT1 A 0 A_JumpIfInventory("PEDeafMon",1,5)
GOTO Spawn+6
DONL A 0
HECT AB 10 A_Look
TNT1 A 0 A_JumpIfInventory("PEDeafMon",1,1)
GOTO Spawn+10
TNT1 A 0
GOTO See
SetMonVAR:
TNT1 A 1
TNT1 A 0 A_GiveInventory("PEMonFIX",1)
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("PESpawnerType",1,2)
TNT1 A 0
GOTO Spawn+4
POSS A 0
TNT1 A 0 A_JumpIfInventory("PESpawnerType",2,4)
POSS A 0 A_Jump(64,1)
GOTO Spawn+4
POSS A 0
POSS A 0 A_GiveInventory("PEMonVAR",1)
GOTO Spawn+4
POSS A 0
TNT1 A 0 A_JumpIfInventory("PESpawnerType",3,4)
POSS A 0 A_Jump(128,1)
GOTO Spawn+4
POSS A 0
POSS A 0 A_GiveInventory("PEMonVAR",1)
GOTO Spawn+4
POSS A 0
TNT1 A 0 A_JumpIfInventory("PESpawnerType",4,2)
POSS A 0 A_Jump(192,1)
GOTO Spawn+4
POSS A 0
POSS A 0 A_GiveInventory("PEMonVAR",1)
GOTO Spawn+4
TNT1 A 0
GOTO Spawn+4
See:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PEMonVAR",1,14)
TNT1 A 0
FATT AABBCCDDEEFF 4 A_Chase
GOTO See+3
DONL A 0
HECT ABCDEF 6 A_Chase
GOTO See+16
Missile:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PEMonVAR",1,12)
TNT1 A 0
FATT G 20 A_FatRaise
FATT H 10 bright A_FatAttack1("PEFatShotFire")
FATT IG 5 A_FaceTarget
FATT H 10 bright A_FatAttack2("PEFatShotFire")
FATT IG 5 A_FaceTarget
FATT H 10 bright A_FatAttack3("PEFatShotFire")
FATT IG 5 A_FaceTarget
Goto See+3
TNT1 A 0
HECT G 0 A_PlaySound("hectebus/attack")
HECT G 6 A_FaceTarget
HECT H 0 A_CustomMissile("PEHecteball",20,20,-5)
HECT H 6 A_CustomMissile("PEHecteball",20,-40,5)
HECT I 6 A_FaceTarget
HECT G 6 A_FaceTarget
HECT H 0 A_CustomMissile("PEHecteball",20,20,-10)
HECT H 6 A_CustomMissile("PEHecteball",20,-40,10)
HECT I 6 A_FaceTarget
HECT G 6 A_FaceTarget
HECT H 0 A_CustomMissile("PEHecteball",20,20,5)
HECT H 6 A_CustomMissile("PEHecteball",20,-40,-5)
HECT I 6 A_FaceTarget
Goto See+16
Pain:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PEMonVAR",1,4)
FATT J 3
FATT J 3 A_PlaySound("fatso/pain")
FATT J 0 A_JumpIfHealthLower(900,4)
goto See+3
HECT J 0
HECT J 8 A_PlaySound("hectebus/pain")
Goto See+16
Death:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PEMonVAR",1,14)
TNT1 A 0
TNT1 A 0 A_Die
FATT K 6
FATT L 6 A_PlaySound("fatso/death")
FATT M 6 A_NoBlocking
TNT1 A 0 A_SpawnItem("PEUFlameThrower")
FATT NOPQRS 6
FATT T -1 A_BossDeath
Stop
TNT1 A 0
HECT K 0 A_Die
HECT K 6 A_PlaySound("hectebus/death")
HECT L 6
HECT M 6
HECT N 6 A_Fall
HECT O 6
HECT P 6
HECT Q 6
HECT R 6
HECT S 6
HECT T -1
Stop
Raise:
SPOS L 0
SPOS L 0 A_Jump(192,2)
POSS A 0 A_GiveInventory("PEMonVAR",1)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PEMonVAR",1,9)
FATT RQPONMLK 5
goto See+3
SPOS L 0
GOTO Raise2
Raise2:
SPOS L 0
SPOS L 0 A_Jump(192,2)
POSS A 0 A_TakeInventory("PEMonVAR",1)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PEMonVAR",1,1)
GOTO Raise+5
CPOS N 0
HECT TSRQPONMLK 6
goto See+16
}
}[/spoiler]
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