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So, is this pretty much "finished" for now?
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I'm fine with it as long as it's bug-free.
ACTOR CaptiveAlly : SwitchableDecoration 11462
{
//$Category Monsters
//$Title Captive Ally Marine
//$Sprite BDOMA0
Radius 16
Height 40
Health 100
Mass 9001
PAINSOUND "Ally/Pain"
DEATHSOUND "Ally/Death"
DropItem "Stimpack"
DropItem "Stimpack"
+SOLID
+SHOOTABLE
+USESPECIAL //Please read CAPTIVES for more info on setting Captives up
+FLOORCLIP
States
{
Spawn:
BDOM A 6
Loop
Pain:
BDOM A 6 A_Pain
Death:
TNT1 A 0 A_GiveInventory("SpawnerAlly",1)
TNT1 A 0 A_Fall
BDOM B 6 A_Scream
BDOM CD 6
BDOM E -1
Goto Inactive
Active:
TNT1 A 0 A_JumpIfInventory("SpawnerAlly",1,"Inactive")
TNT1 A 0 A_ChangeFlag("Solid",0)
CPTV F 10
Goto Freedom
Inactive:
BDOM E -1
Stop
Freedom:
TNT1 A 0 A_GiveInventory("SpawnerAlly",1)
CPTV F 20 A_Jump(256,"Freedom1","Freedom2","Freedom3","Freedom4","Freedom5","Freedom6","Freedom7","Freedom8","Freedom9")
Freedom1:
TNT1 A 0 A_SpawnItemEX("MarineAllyFist",0,0,16)
Stop
Freedom2:
TNT1 A 0 A_SpawnItemEX("MarineAllyPistol",0,0,16)
Stop
Freedom3:
TNT1 A 0 A_SpawnItemEX("MarineAllyMG",0,0,16)
Stop
Freedom4:
TNT1 A 0 A_SpawnItemEX("MarineAllyCG",0,0,16)
Stop
Freedom5:
TNT1 A 0 A_SpawnItemEX("MarineAllySG",0,0,16)
Stop
Freedom6:
TNT1 A 0 A_SpawnItemEX("MarineAllyMinigun",0,0,16)
Stop
Freedom7:
TNT1 A 0 A_SpawnItemEX("MarineAllyChainsaw",0,0,16)
Stop
Freedom8:
TNT1 A 0 A_SpawnItemEX("MarineAllyPlasma",0,0,16)
Stop
Freedom9:
TNT1 A 0 A_SpawnItemEX("MarineAllySSG",0,0,16)
Stop
}
}
Actor SpawnerAlly : Inventory { Inventory.MaxAmount 1 }
//Given after Activation or on Death so you can't activate a dead Captive Marine
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I noticed that the sniper ally has a few repeated frames in the XDeath state (looks like P and Q).
While I was testing again, I swear one of them played the XDeath state and then disappeared, but I'm not sure which one it was because I spawned all of them in the same room. There are some that use "stop" in the XDeath state while others don't. Not 100% sure if that causes any bugs though.
XDeath:
AL17 O 5
AL17 P 5 A_XScream
AL17 Q 5 A_NoBlocking
AL17 PQRSTUVW 5
AL17 X -1
Stop
}
}
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The only thing might see to be considered some a bug would be from the captured marines when activated...
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Set the radius of the captive marine actor to match (or slightly exceeds) that of the actual marine actors.The only thing might see to be considered some a bug would be from the captured marines when activated...
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