I don't ask for help much but here's one I just can't figure out..
I'm using the DOS code, including poets rocket launcher tutorial, but if you're only fluent in the 32 bit code, any input is a big help.
Currently when there are too many rockets flying around (whether the players or the enemies), max actors can be exceeded which of course crashes the game.
Ideally I would want the game to check before a rocket firing enemy starts their attack sequence (in the case of my TC that's only Giftmacher) to make sure there's room for the rocket on the actors list, and if there's not, they just don't attack. So in other words, if a particular map has the max amount of enemies minus one, enemies firing rockets would have to wait until their first rocket explodes and is completely removed before they could fire another one.
Even better.. how difficult would it be to have the code search for a random dead body and remove it to make room for the projectile? And if no dead bodies exist yet, then prevent the enemy from attacking.
Ideally I would like the code to perform the same check every time the player fires a rocket too. Remove a dead body only if necessary, or if there are no bodies, remove a random melee enemy or just nothing comes out when the player fires. That isn't a perfect solution but it's way better than being dumped to dos. And 90% of the time no one would notice a guard or a body missing from the stage.
I'm using the DOS code, including poets rocket launcher tutorial, but if you're only fluent in the 32 bit code, any input is a big help.
Currently when there are too many rockets flying around (whether the players or the enemies), max actors can be exceeded which of course crashes the game.
Ideally I would want the game to check before a rocket firing enemy starts their attack sequence (in the case of my TC that's only Giftmacher) to make sure there's room for the rocket on the actors list, and if there's not, they just don't attack. So in other words, if a particular map has the max amount of enemies minus one, enemies firing rockets would have to wait until their first rocket explodes and is completely removed before they could fire another one.
Even better.. how difficult would it be to have the code search for a random dead body and remove it to make room for the projectile? And if no dead bodies exist yet, then prevent the enemy from attacking.
Ideally I would like the code to perform the same check every time the player fires a rocket too. Remove a dead body only if necessary, or if there are no bodies, remove a random melee enemy or just nothing comes out when the player fires. That isn't a perfect solution but it's way better than being dumped to dos. And 90% of the time no one would notice a guard or a body missing from the stage.