Open sanscriptum opened 3 months ago
Extra things I've noticed - if reinforcement enemies were revived (from the quest, not the config, no idea about the latter), then they won't have the green friendly glow and can be friendly fired on. Also the Unmaker and the firestorm upgraded Jackal can kill friendlies?
Do you mean an Arch-vile you summoned or one by the Arena?
A summon.
Well, I believe I found the cause. Script caller ownership was being lost when ZScript was calling ACS (Monster's weren't being identified by DRPG). I'll have to redo a couple ZScript's but should be easy. This will probably fix some other oddities as well.
I'm gonna delete Revives though after the round depletes of enemies, otherwise it busts Arena tracking since those monsters are tied to it (ID wise), and, of course, for balance.
Preview:
Alright, since each Monster has the same TID (for tracking and map spawning) it's not possible to fix this with the current Arena code.
I'll disable the Arch-vile in Arena's for now until I overhaul the Arena code that tracks monsters via a TID array. This will allow friendlies/revives to function as they do on a normal WAD.
This is wrapping up. Now, each monster is tracked independently which means revives work correctly. Did most of this in ZScript. Yay!
I created a Project on here that can be used to track on my progress on the issue.
Pushed fix for Arena. Will look at Reinforcement Mission revives next.
Pushed fix for Reinforcement revives. Will look at the two weapons next.
However, if that is the Unmaker and Jackal intended behaviour in DRLA, I'll probably leave it.
As per title. Previously existing monsters don't count for that behavior, and when wave is terminated - all corpses are immediately removed, including the revived monster.