One Doomed Bunny Posted August 28, 2019 Hello again. What i am trying to accomplish is that the final boss has healers that the player needs to destroy before he can actually do any damage to it. I have a couple ideas in mind but I wanna hear which is best from you. Any help would be appreciated. 0 Quote Share this post Link to post
1 Barry Burton Posted August 30, 2019 (edited) On 8/28/2019 at 6:50 AM, One Doomed Bunny said: Hello again. What i am trying to accomplish is that the final boss has healers that the player needs to destroy before he can actually do any damage to it. I have a couple ideas in mind but I wanna hear which is best from you. Any help would be appreciated. Run a loop. Count how many of your actors you want as healers, then set your argument so that as long as these healers are alive, give health to the boss. Once they are dead, terminate the script, and the boss stops being healed. Edited August 30, 2019 by R4L 1 Quote Share this post Link to post
0 One Doomed Bunny Posted September 1, 2019 On 8/30/2019 at 9:39 PM, R4L said: Run a loop. Count how many of your actors you want as healers, then set your argument so that as long as these healers are alive, give health to the boss. Once they are dead, terminate the script, and the boss stops being healed. Aha, I had something similar in mind. Thank you! 0 Quote Share this post Link to post
0 Gokuma Posted September 5, 2019 Another possible method though I haven't tried it myself: Make healers inheriting Korax's stuff: https://zdoom.org/wiki/Classes:Korax ACTOR Healer : Korax { Game Doom ...stripped down Korax stuff and nerfing stuff goes here. Could copy and paste all Korax's stuff, then delete whatever is redundant to inherit when finished. } In map scripts just make 249 through 255 that Korax activates into stuff like this https://zdoom.org/wiki/SetActorProperty with the target being the boss. SetActorProperty (66, APROP_Health, 4000); Where 66 would be the boss's tid#, whatever number you want. And 4000 would be his max health or whatever. Could also spawn some healing looking graphics effects at the boss's tid. What I like about this method (if it works) is it's the closest to the healers literally doing the healing while they're around. Though it may really all be a big bunch of overblown more than necessary work compared to what was already suggested. 0 Quote Share this post Link to post
0 One Doomed Bunny Posted September 6, 2019 23 hours ago, Gokuma said: Another possible method though I haven't tried it myself: Make healers inheriting Korax's stuff: https://zdoom.org/wiki/Classes:Korax ACTOR Healer : Korax { Game Doom ...stripped down Korax stuff and nerfing stuff goes here. Could copy and paste all Korax's stuff, then delete whatever is redundant to inherit when finished. } In map scripts just make 249 through 255 that Korax activates into stuff like this https://zdoom.org/wiki/SetActorProperty with the target being the boss. SetActorProperty (66, APROP_Health, 4000); Where 66 would be the boss's tid#, whatever number you want. And 4000 would be his max health or whatever. Could also spawn some healing looking graphics effects at the boss's tid. What I like about this method (if it works) is it's the closest to the healers literally doing the healing while they're around. Though it may really all be a big bunch of overblown more than necessary work compared to what was already suggested. Hm. I will try it out. Thanks! 0 Quote Share this post Link to post
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One Doomed Bunny
Hello again.
What i am trying to accomplish is that the final boss has healers that the player needs to destroy before he can actually do any damage to it.
I have a couple ideas in mind but I wanna hear which is best from you.
Any help would be appreciated.
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