Whether this Nazi type can surrender to the player or not (uses Death.Surrender state).įor transitioning to a color grading directly in a script, the following two scripts can be used: ScriptCall("ColorGradeThinker", "TransitionTo", 0, 1, 140) If an enemy is +DORMANT and has this variable set to non-zero, they will become non-dormant if fired on by a player. Item given to player when you press use to interact with a FRIENDLY Nazi. Message names in in LANGUAGE are formatted as: SPYMESSAGE, e.g., Spy message 1 in C3M1 would be the SPYMESSAGEC3M11 lookup. Message displayed when player presses use to interact with a FRIENDLY Nazi. The enemy must call the A_UnblockAndDrop function in their Death state for this property to have any effect. The actor will still aim and fire at the player, but won't walk toward him until the player is within the 256-unit range.įorces the enemy's weapon to be dropped when they are killed. Can be set in-game (e.g., after a cutscene using normal actors) by setting the actor's state to MakeSneakable via ACS.Īctor will remain at its spawn location until the player is within 256 units. Can also be set in-editor on a per-actor basis by setting the user_sneakable variable. Nazi.Sneakable is a boolean that controls if the enemy is a sneakable enemy or not. The underlying variable for the Nazi.Sneakable property. Assists with sniping and firing from a distance.īoolean value that sets an actor to not add to or subtract from the enemy kill counter on the automap and stats. Developer note: This sets the statnum to STAT_DEFAULT - 3 (used to limit ThinkerIterator performance hit).īoolean value that causes the player's cursor to show a larger yellow targeting reticle when the player's crosshair is over the actor. Does not require the BOSS flag to be set, and can alternatively be controlled via ACS or in-editor by setting the user_DrawHealthBar variable. Base.AlwaysDrawHealthBar is a boolean value that is used to tell the game if the enemy's health bar should always be drawn. The underlying variable for the Base.AlwaysDrawHealthBar property. Here are some properties which may be useful for mappers (ZScript/Decorate coders should consult the code for details): Flag effectsĬertain editor flags have been given additional meaning when applied to a Nazi-class actor:Īctors with the AMBUSH flag set will default to their 'aiming' frame - there's no behavioral change, just the actor's appearance.Īctors with the BOSS flag set will show a health bar at the top of the screen when the player is aiming at them. Please note that subclasses can also define new custom behaviour, so if you can find its definition neither in Base nor in itself, you should check the whole inheritance chain between that class and Base. Their meaning is explained in the beginning of the file they are defined in, scripts/actors/enemies/base.txt. The two base classes have several dozen custom UDMF attributes, properties and functions. The Nazi class inherits all of the functionality of the Base class, but adds additional capabilities that are used by human and human-like actors. The Base class is used directly as a base for non-human enemies, such as sharks, rats, and the non-human bosses. There are two ZScript classes in Blade of Agony that define additional enemy behaviour. WaveSpawner (DoomEdNum 11522) spawns enemies in waves it means that additional enemies won't appear until all enemies from the current wave are killed. Spawned actors can be given a TID and can be set to navigate to a specific PatrolPoint TID after spawn as well.ĪggressiveActorSpawner (DoomEdNum 11528) only counts actors it spawned itself, so the more of these are present in the area, the larger enemy amounts are being spawned. This can replace situations where an ACS script might mindlessly spam a huge flood of enemies, regardless of how many are being killed or not, by metering how many enemies are active at once. Once that guard is killed, the spawner will spawn another guard, and so on. Actors will not be spawned if a player can see the spawn point, or if a player is within a defined minimum spawn distance from the spawner (default 512 units).īy default, the spawner will spawn a single guard. ActorSpawner (DoomEdNum 11519) spawns enemies when activated, and maintains a set number of those enemies alive (1 by default).
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