I could still accept that that would add to your own personal experience: learning that the monsters aren't that bright and that you can trick them into in-fighting is surely good experience.Paul wrote:Unless a monster kills another monster..

Moderator: Graf Zahl
I could still accept that that would add to your own personal experience: learning that the monsters aren't that bright and that you can trick them into in-fighting is surely good experience.Paul wrote:Unless a monster kills another monster..
Wouldn't you just have a script that would increase the amount of a variable that would activate certain level up scripts as it got higher? I assumed that we have moved on from the "TargetInventory" conversation when...Deathsong12 wrote:But you wouldn't get the XP, assuming the monster was able to switch targets before it died. The other monster would, oddly, get the XP.
But if you are talking about TargetInventory then yes, you are correct. But IMO this would be a uncontrolable and unpredictable way to do it compared to Paul's suggestion.Paul wrote:Why not executing a script, on monsters' deaths, that gives you a specific ammount of experience points, which are a global variable? I think it's easier to control it that way
You don't have to.Draconio wrote: Yes, I'm aware of that method, what I was thinking is that by doing it the way I proposed, you save yourself from having to tag an ACS_Execute to every monster you place into a map. .
I hope this helps in some wayACTOR Mymonster
{
(blah blah)
States
{
Spawn:
(blah)
Death:
SPRT GHIJ 4
SPRT K 4 A_Scream
SPRT L ACS_Execute(500,0,200,0,0) // First is script 500 that gives experience, 200 is ammount of experience, other arguments may be multipliers of the exp value
SPRT M -1
Stop
}
}
I see, I was misunderstanding what you were suggesting before. This makes a lot more sense.Paul wrote:You don't have to.Draconio wrote: Yes, I'm aware of that method, what I was thinking is that by doing it the way I proposed, you save yourself from having to tag an ACS_Execute to every monster you place into a map. .I hope this helps in some wayACTOR Mymonster
{
(blah blah)
States
{
Spawn:
(blah)
Death:
SPRT GHIJ 4
SPRT K 4 A_Scream
SPRT L ACS_Execute(500,0,200,0,0) // First is script 500 that gives experience, 200 is ammount of experience, other arguments may be multipliers of the exp value
SPRT M -1
Stop
}
}![]()
The status bar is drawn one pixel too high due to roundoff errors. Unfortunately this is not easy to fix because for the engine the values look ok so it had to be forced which can have side effects.DoomWarrior wrote:This doesn't really have anything to do with the new release but i need some things clearing up, things that need to be fixed in GZDoom:
1. If you use the Status Bar Hud and you go to the menu, you will say a thin yellow line appear across the bottem of the screen. When you exit the menu it is still there, the only way i can get rid of it is to press F1 and then return to the game. This happens everytime i enter/exit the menu.
I constantly keep forgetting about this... Skies with a height of 128 don't really need to be stretched with the current sky code.2. Is it possible to fix the Stretch Short Skies command? i find it quite annoying that the sky is very large, i like it when it's normal size.