Baron of Hell
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Spawn friendly monsters?
 
Author
All times are GMT. The time now is 15:25. Post New Thread    Post A Reply
stewboy
Member


Posts: 404
Registered: 05-05


I'm making a wad and I'm just wondering if you can use the thing_spawn to spawn a friendly monster. Making the map spot friendly doesn't work, and I don't know if there is any other way of getting a monster in. Help?

Old Post 09-09-05 11:55 #
stewboy is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
[KoZ]MatthewPe2
Green Marine


Posts: 48
Registered: 03-05


make a decorate monster with the FRIENDLY flag
eg.
code:
actor DoomImp_Friendly : DoomImp { SpawnNum // Put the number (type) for thing_spawn here (eg. SpawnNum 90) +FRIENDLY }

if you get an error about spawnnum unknown it's probably SpawnID, not sure

OR

put a monster with the friendly flag in the map, then use thing_move to put it somewhere

Old Post 09-09-05 13:34 #
[KoZ]MatthewPe2 is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
solarsnowfall
Mini-Member


Posts: 64
Registered: 10-04


Thing_Spawn doesn't work for Decorate Actors. You have to use SpawnSpot("ActorName", args ect);

Old Post 09-09-05 15:47 #
solarsnowfall is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
justin023
Newbie


Posts: 7
Registered: 09-05


No, you're wrong, thing_spawn DOES work for decorate actors. The reason for spawn is because things from different games have conflicting numbers.
Try SpawnID instead of spawnnum.

http://www.zdoom.org/wiki/index.php?title=DECORATE

Old Post 09-09-05 19:24 #
justin023 is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
TheDarkArchon
Forum Staple


Posts: 2281
Registered: 08-04


SpawnSpot's better anyway. Using Thing_Spawn is messy, to say the least.

Old Post 09-09-05 20:04 #
TheDarkArchon is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
solarsnowfall
Mini-Member


Posts: 64
Registered: 10-04



justin023 said:
No, you're wrong, thing_spawn DOES work for decorate actors. The reason for spawn is because things from different games have conflicting numbers.
Try SpawnID instead of spawnnum.

http://www.zdoom.org/wiki/index.php?title=DECORATE



Ok, where's your working example? A lot of people would like to know over at the Zdoom.org forums.

Old Post 09-10-05 02:47 #
solarsnowfall is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
TheDarkArchon
Forum Staple


Posts: 2281
Registered: 08-04



The ZDoom wiki states:

* SPAWNID value

Defines the spawn ID to be used with Thing_Spawn and its derivates.

__________________
* insert completely and utterly useless nonsense here that nobody will ever read ever *

Old Post 09-10-05 15:13 #
TheDarkArchon is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
solarsnowfall
Mini-Member


Posts: 64
Registered: 10-04


That's not what I meant by working example. This is why I thought you couldn't use it, after trying. Not just me, it's been a problem for a lot of people.

http://forum.zdoom.org/potato.php?p...ghlight=#148177

Old Post 09-11-05 00:28 #
solarsnowfall is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Quasar
Moderator


Posts: 4484
Registered: 08-00


And this kind of thing is why Eternity treats all actor types in a uniform manner.

Old Post 09-14-05 20:08 #
Quasar is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
justin023
Newbie


Posts: 7
Registered: 09-05


ACTOR ScaleCaco : Cacodemon 20654
{
Scale 0.9
SpawnId 238
}

Now eat those words.
Check out a working demo here, notice the breaking glass effect on map02.
http://e.domaindlx.com/justin0000/z...ges/zdoom64.asp

Old Post 09-20-05 05:11 #
justin023 is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 15:25. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Spawn friendly monsters?

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory