SMG_Man Posted October 14, 2021 I'm making a map in UDMF, and I want to have a little graveyard with a bunch of dead zombies in it that when the player gets near, the ground shakes and they one by one get back up (like if an arch-vile resurrected them) and start going after the player. I feel like such an event should be possible to do, but I don't know what ACS functions to use specifically for reviving corpses. 0 Quote Share this post Link to post
boris Posted October 15, 2021 Note, however, that for Thing_Raise to work the actor has to have a "Raise" state. Generally only monsters (with a few exceptions) have that state. Dead monster actors (like DeadZombieMan) don't have that state, which means that you can't turn them into a monster with Thing_Raise. So you either have to place the normal monsters and kill them before using Thing_Raise on them, or create a new actor with a "Raise" state that starts "dead". 0 Quote Share this post Link to post
Mordeth Posted October 15, 2021 1 hour ago, boris said: create a new actor with a "Raise" state that starts "dead". This new actor needs to have its internal flags set to "dead". Merely being inert and having a Raise state isn't enough to get resurrrected. In GZDoom / EE that flag is "corpse". 1 Quote Share this post Link to post
SMG_Man Posted October 15, 2021 (edited) Since I had troubles making raisable corpses in DECORATE last time I tried, I was thinking I would just place the enemies I want on the map normally and have a script at the level's start run the "Thing_Destroy" special to kill them immediately. It's a little less elegant ig, but it should work right? Edited October 15, 2021 by SMG_Man 0 Quote Share this post Link to post
boris Posted October 15, 2021 Just tried it out and it's pretty simple. I'm not too well versed in ZScript, so there might be a better way to do that: class RaisableZombieMan : ZombieMan { Default { +CORPSE -SHOOTABLE -SOLID } States { Spawn: POSS L -1; Stop; Raise: TNT1 A 0 { bCorpse = false; bShootable = true; bSolid = true; } Goto Super::Raise; } } Example: raise.zip 0 Quote Share this post Link to post
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