Interrupt Monster's schedule by monsterstate_prone Created 8 months ago2024-03-09 22:55:34 UTC by La Hire La Hire

Created 8 months ago2024-03-09 22:55:34 UTC by La Hire La Hire

Posted 8 months ago2024-03-09 22:55:34 UTC Post #348640
I gave monster_barney a reload-task and this is working well. However if Barney is reloading and gets to the monsterstate_prone (normally it means to be grabbed by a Barnacle, I am using this bit for a new weapon to 'freeze' the monster_barney), the reloading sequence is still finished although it should be interrupted (like when the monster is killed in that moment).

It works when I enter the 'bits cond damage' so it is kind of the right way I think. However I dont want to interrupt the reloding when damaged, only if the 'barnacle grab' happens:

Schedule_t slBARNEYReload[] =
{
{tlBARNEYReload,
ARRAYSIZE(tlBARNEYReload),

* bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE*

//"Reload"
},

There seems to be no bits_COND regarding the monsterstate_prone, entering the schedule does not work. I tried to put the 'stopnanimations' at the barnacle-grab, but it did not help either.

Little help please? :-)
Posted 8 months ago2024-03-17 12:00:24 UTC Post #348659
Ok I found the issue, was connected to another part pf the code and not the Reload itself. Also I used the bits_COND_SPECIAL function that is also used in the HGRUNT to connect to my weapon to trigger the prone.
Now it is fine.
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