I have tried many ways, the way i'd prefer would be:
script "test_spawn_7777_with_death_script" (void){
Thing_SpawnFacing(7777, T_IMP,0,8888);
SetActorFlag(8888, "USEKILLSCRIPTS", TRUE);
//SetActorFlag(8888, "INVULNERABLE", TRUE); //test this
}
script 1 KILL
{
//TODO
//+USEKILLSCRIPTS flag, or ForceKillScripts has been enabled in the GameInfo definition.
//https://zdoom.org/wiki/script_types
print(s:"sucessfull kill script 1 executed!!!");
if(CheckFlag(0, "ISMONSTER")){
print(s:"killed a monster!!!");
}
}
In my example, the way I'd like, notice the commented line, SetActorFlag(8888, "INVULNERABLE", TRUE);
I have used this to prove I have indeed successfully managed to set a flag at all (easy to check that, the imp became immortal)
However, the USEKILLSCRIPTS flag is just having no effect at all.
I tried this in my MAPINFO.txt:
gameinfo {
ForceKillScripts = true
}
This doesn't seem to call the kill script either!
Also, and i don't want this solution, it'll fuck stuff up no doubt:
actor ZombieClone: ZombieMan 20003
{
+USEKILLSCRIPTS
}
even that didn't work, so i think i have tried all options.
AS A FINAL NOTE (thanks for bearing with me)... could I set action 80 to the newly spawned thing? I wouldn't mind if the "KILL" scripts don't work, just any script. Then I'll just be able to use the TID to determine the different things that'll happen. Actually myself I am not too concerned with who or what killed the enemy just that it died and i might be able to set some thing to happen when it does.
The only forum slightly similar thing I found was:
/forum/topic/74142-the-ask-a-miscellaneous-editing-question-thread/?page=68&tab=comments#comment-1702306
however it was just one mention of it not working in some version from ages ago, so this is why I am suspicious? Is it working?
Question
DarkShroom
Hi
Has anyone got the kill scripts to work?
I have tried many ways, the way i'd prefer would be:
script "test_spawn_7777_with_death_script" (void){ Thing_SpawnFacing(7777, T_IMP,0,8888); SetActorFlag(8888, "USEKILLSCRIPTS", TRUE); //SetActorFlag(8888, "INVULNERABLE", TRUE); //test this } script 1 KILL { //TODO //+USEKILLSCRIPTS flag, or ForceKillScripts has been enabled in the GameInfo definition. //https://zdoom.org/wiki/script_types print(s:"sucessfull kill script 1 executed!!!"); if(CheckFlag(0, "ISMONSTER")){ print(s:"killed a monster!!!"); } }
In my example, the way I'd like, notice the commented line, SetActorFlag(8888, "INVULNERABLE", TRUE);
I have used this to prove I have indeed successfully managed to set a flag at all (easy to check that, the imp became immortal)
However, the USEKILLSCRIPTS flag is just having no effect at all.
I tried this in my MAPINFO.txt:
gameinfo { ForceKillScripts = true }
This doesn't seem to call the kill script either!
Also, and i don't want this solution, it'll fuck stuff up no doubt:
actor ZombieClone: ZombieMan 20003 { +USEKILLSCRIPTS }
even that didn't work, so i think i have tried all options.
AS A FINAL NOTE (thanks for bearing with me)... could I set action 80 to the newly spawned thing? I wouldn't mind if the "KILL" scripts don't work, just any script. Then I'll just be able to use the TID to determine the different things that'll happen. Actually myself I am not too concerned with who or what killed the enemy just that it died and i might be able to set some thing to happen when it does.
The only forum slightly similar thing I found was:
/forum/topic/74142-the-ask-a-miscellaneous-editing-question-thread/?page=68&tab=comments#comment-1702306
however it was just one mention of it not working in some version from ages ago, so this is why I am suspicious? Is it working?
thanks, Richard
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