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How to properly add an AltMissle state to a decorate script?


baronofgibbitude

Question

I noticed in Valiant that the Pyro Knight has an alternate attack, which I wanted to replicate with a similar Baron based enemy. However, when I tested the WAD to see if the attack worked, it was never even triggered. The "baron" only ever used his main attack. Here is the state's code:

AltMissile:
		BOSS M 4  Bright A_FaceTarget
		BOSS N 4  Bright A_SPosAttack
		BOSS M 20  Bright A_FaceTarget
		Goto See

Why is the attack never triggered?

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The reason it's never called is, well, you never called it. :)

 

There are certain built-in states that work by default (see here). AltMissile is not among them, so you will need to call it explicitly somewhere.

 

If you look at Valiant's code for that Pyro Knight, you'll see there is a call at the top of the Missile state to randomly jump to the AltMissile attack instead:

 

	Missile:
		BOS2 A 0 A_Jump(127,"AltMissile")

 

You'll need to do something similar in your Actor definition.

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