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Shotgunner too fat to walk


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actor ScriptedShotgunGuy1 12004
{
//$category Scripted Events
//$title Scripted Shotgunner #1
health 30
radius 20
height 56
speed 8
monster
+FRIENDLY
AttackSound "shotguy/attack"
States
{
Spawn:
    SPOS AB 10 A_Look
    loop
See:
    SPOS AB 10
    TNT1 A 0 A_PlaySound("misc/chat", CHAN_VOICE, 1, false, ATTN_NONE)
    SPOS E 30 A_Log("\c*Shotgunner: Marines spotted!")
    TNT1 A 0 A_SpawnProjectile("ShellCasing", 24, 0, -90, CMF_AIMDIRECTION)
    SPOS F 3 Bright A_CustomBulletAttack(10, 1, 10, 5, "DontHurtPlayerpuff")
    SPOS E 17
    TNT1 A 0 A_SpawnProjectile("ShellCasing", 24, 0, -90, CMF_AIMDIRECTION)
    SPOS F 3 Bright A_CustomBulletAttack(10, 1, 10, 5, "DontHurtPlayerpuff")
    SPOS E 17
    TNT1 A 0 A_SpawnProjectile("ShellCasing", 24, 0, -90, CMF_AIMDIRECTION)
    SPOS F 3 Bright A_CustomBulletAttack(10, 1, 10, 5, "DontHurtPlayerpuff")
    SPOS E 17
    SPOS AABBCCDDAA 3 A_Wander
    SPOS A 35
    stop
}
}

 

Shotgunner actor does everything else fine, but when it calls A_Wander it doesn't even walk, it just stands there and then turns around and leaves.

 

The position it is in does not have any monster blocking or impassable linedefs blocking it, only a door that was opened by a seperate actor earlier using A_KeenDie, which I guess is too complicated for a demon to process.

 

Can anyone help make it walk through the opened door? This actor is for scripted sequence where he walks up to the player's corpse btw

Edited by watermelon eater gaming

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All other Vanilla states on all monsters at the end of any state uses the function of GOTO SEE. Having Stop at the end of your SEE State tells the monster to not do anything.  Vanilla SEE states end in LOOP where the A_Chase and A_Wander jump to MISSILE default on Shotgunner if an Enemy is visible to the monsters. Basically you just need change the SEE state ending Function to LOOP. 

 

 

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