Doom-X-Machina Posted June 15 Hey all, Can monsters have multiple missile states with different frequency probabilities? Like a standard shot and a bigger, more powerful projectile that might be a 1 in 10 oddity? 0 Quote Share this post Link to post
0 Doom-X-Machina Posted June 15 UDMF and DECORATE. Sorry, should've been more specific with that. 0 Quote Share this post Link to post
0 jaeden Posted June 15 In Decorate you can put a A_Jump function on start of Missile state to go to another state. Missile: TROO E 0 A_Jump(25, "Missile2") (rest of first missile code) Missile2: (code of second missile) The execution should jump to Missile2 in about 10% cases (25/256), rest will stay in Missile. 2 Quote Share this post Link to post
0 Doom-X-Machina Posted June 15 2 hours ago, jaeden said: In Decorate you can put a A_Jump function on start of Missile state to go to another state. Missile: TROO E 0 A_Jump(25, "Missile2") (rest of first missile code) Missile2: (code of second missile) The execution should jump to Missile2 in about 10% cases (25/256), rest will stay in Missile. That does the trick. Thankyou my friend :) 0 Quote Share this post Link to post
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Doom-X-Machina
Hey all,
Can monsters have multiple missile states with different frequency probabilities?
Like a standard shot and a bigger, more powerful projectile that might be a 1 in 10 oddity?
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