pRoJect45yt Posted February 21, 2024 (edited) *I figured out my issue* title is pretty self explanatory: I need to know how to make HudMessage appear on the screen after a monster is killed. Only problem is, I'm using a Map Spot and script execute will not work. Any work arounds for this? Maybe some code that makes it appear? Help! Edited February 22, 2024 by pRoJect45yt 0 Quote Share this post Link to post
"JL" was too short Posted February 21, 2024 (edited) Obviously you cannot use the editor to assign a script execution (or indeed any action) to a monster that you didn't use the editor to place, but there are functions that allow an action to be assigned to a monster during gameplay. Assuming I've understood your problem, that should be enough information for you to find the answer you're looking for. Edited February 21, 2024 by jerrysheppy 1 Quote Share this post Link to post
MFG38 Posted February 21, 2024 You can tie the execution to a monster directly by giving the Script Execute action to that monster. That way, the HUD message will be printed when it dies. If the monster in question is one that you spawn later on in the map, first give it a tag in its spawning function and then use SetThingSpecial to give it the Script Execute action. 2 Quote Share this post Link to post
Oxyde Posted February 21, 2024 8 hours ago, MFG38 said: You can tie the execution to a monster directly by giving the Script Execute action to that monster. That way, the HUD message will be printed when it dies. If the monster in question is one that you spawn later on in the map, first give it a tag in its spawning function and then use SetThingSpecial to give it the Script Execute action. In addition to this, I would suggest to add a little delay (35 usually works well enough). The reason to do this is that the script will trigger as soon as the target's health reaches 0, but at this point, it is still likely performing a death animation. The delay helps to harmonize the effect and have the script run when the actor lies on the ground dead. 2 Quote Share this post Link to post
pRoJect45yt Posted February 22, 2024 (edited) 8 hours ago, Oxyde said: In addition to this, I would suggest to add a little delay (35 usually works well enough). The reason to do this is that the script will trigger as soon as the target's health reaches 0, but at this point, it is still likely performing a death animation. The delay helps to harmonize the effect and have the script run when the actor lies on the ground dead. I've tried manually setting up the script to execute in the Thing Tag area in the menu, but it doesnt execute once the imp has been killed. Am I missing something? Using the SetThingSpecial action, I figured out my predicament! Thanks for the help :) Edited February 22, 2024 by pRoJect45yt 0 Quote Share this post Link to post
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