I have a monster type calling A_PainAttack in its missile state passing only another actor type as an argument in one case, and passing ("[MonsterName2]", 0, PAF_NoSkullAttack) in another. Regardless, the spawned monster appears to spawn at the midpoint of the calling monster, and goes into the death animation. The calling and spawning monsters both have a radius of 16, though i have increased the calling monster to 20 and 31 just to see if that was the issue. This is being done in heretic if that is relevant. Seems like it should be simple but the function being called basically as normally as possible is failing to work.
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TheHambourgeois
I have a monster type calling A_PainAttack in its missile state passing only another actor type as an argument in one case, and passing ("[MonsterName2]", 0, PAF_NoSkullAttack) in another. Regardless, the spawned monster appears to spawn at the midpoint of the calling monster, and goes into the death animation. The calling and spawning monsters both have a radius of 16, though i have increased the calling monster to 20 and 31 just to see if that was the issue. This is being done in heretic if that is relevant. Seems like it should be simple but the function being called basically as normally as possible is failing to work.
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