[1.1.4 r148]Actor DoomImp oddities

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Remmirath
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[1.1.4 r148]Actor DoomImp oddities

Post by Remmirath »

Dunno if this is a duplicate, but something strange happens with the actor DoomImp. Well, i was playing Z1M2, and when i got the red key, a script activated, with the command to spawn 5 DoomImp actors. Well, the oddity is that the DoomImp was completely invisible and didn't act at all (with acting i mean, no attacks, no sounds) but was capable of blocking me.
Another oddity i saw is that the Stronghold wave system doesn't consider DoomImp actors as part of the wave, therefore causing some problems in gameplay: you get all the other monsters killed and the monster counter goes to 0 and says "Wave complete" even if there still are a whole bunch of imps around.
I just wanted to point this out, because it seemed rather odd, and i don't know if it has already been fixed in later SVN builds...(because i haven't downloaded them yet... :P )
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Rachael
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Post by Rachael »

Hmmm. This may have been fixed in later builds. I think GZD is up to 174 now. I have never had any peculiarities with DoomImp.
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Graf Zahl
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Post by Graf Zahl »

Fixed long ago. When I converted the Hexen monsters one got its game filter omitted - unfortunately it had the same spawn id as the imp.
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