This is my actor:
Code: Select all
actor AntBoss 12345
{
  obituary "%o was killed by a giant ant."
  health 200
  radius 32
  height 32
  mass 1000
  speed 12
  painchance 96
  maxtargetrange 128
  meleerange 32
  seesound "ant/active"
  attacksound "ant/attack"
  painsound "ant/pain"
  deathsound "ant/death"
  activesound "ant/active"
  dropitem "0" 256
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    POSS A 50 A_Look
    POSS ABCDEFGHIJKLMNOPQRSTU 2 A_Look
    SPOS ABCDEFGHIJKLMNOPQRSTU 2 A_Look
    BOS2 ABCDEFGHI 2 A_Look
    loop
  See:
    BOSS EF 8 A_Chase
    BOSS G 0 A_PlaySound("ant/step")
    BOSS GH 8 A_Chase
    BOSS E 0 A_PlaySound("ant/step")
    loop
  Melee:
    TROO ABCD 4 A_FaceTarget
    TNT1 A 0 A_SpawnItemEx("FreezeDummy",32,0,0,0,0,0,0,32)
    TROO EFGH 4 
    TNT1 A 0 A_CustomMeleeAttack(10,"ant/bite",0,0,1) 
    TROO IJKLMNOPQRSTU 3
    goto See
  Missile:
    TROO ABCDEF 2 A_FaceTarget
    TNT0 A 0 A_CustomMissile("AntFire",32,0, random(10,-10), 0, random(170,190))
    TROO GH 2 A_FaceTarget
    TNT0 A 0 A_CustomMissile("AntFire",32,0, random(10,-10), 0, random(170,190))
    TROO IJ 2 A_FaceTarget
    TNT0 A 0 A_CustomMissile("AntFire",32,0, random(10,-10), 0, random(170,190))
    TROO KL 2 A_FaceTarget
    TNT0 A 0 A_CustomMissile("AntFire",32,0, random(10,-10), 0, random(170,190))
    TROO MNO 3
    goto See
  Pain:
    TROO A 0 A_Pain
    TROO BCDEDCBA 2
    goto See
  Death:
    TNT1 A 0 A_Scream
    TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_Jump(160,5)
    TNT1 AAAA 0 A_SpawnItemEx("AntSmall", random(-128,128), random(-128,128), 0, 0, 0, 0, random(0,359), 0)    <-- -----------------
    SKEL ABCDE 8
    SKEL F 8 A_Playsound("ant/fall")
    SKEL GH 8 
    SKEL I -1    
    stop
  }
}The only difference that makes the actor spawn the ants is when I inherit the AntBoss from the Zombieman (and most likely from other actors as well). I already double checked if the AntBoss is missing something, but everything that is present in the Zombieman decorate is also in my AntBoss decorate. Bug?
*EDIT*
I found out that the ISMONSTER flag makes the difference. If I deactivate it for the object being spawned, it always works. If it is activated, it never works (as long as I don't inherit from the Zombieman, as this works always but is no solution in my eyes)
