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
Question
watermelon eater gaming
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 gamingShare this post
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