Cacowad
Junior Member

Posts: 228
Registered: 07-12 |
hope i am not too late, if you are going to make it zdoom compatible you can use the spawnspot action: http://zdoom.org/wiki/SpawnSpot
code: SpawnSpot (str classname, int spottid [, int tid [, int angle]])
instead of "classname" you can set a string array (http://zdoom.org/wiki/Arrays) that contains the various names of the monsters you want to spawn, also you can recall a specific slot of the array with a simple counter.
a script like this could fit (using your acs as base):
code:
int monster1 = 1;
int monster2 = 1;
int monster3 = 1;
//repeat up to how many monsters class you want to spawn at once
int norepeat = 1;
int repeat = 1;
str monsters[ N ] = {"ZombieMan", "ShotgunGuy", "ChaingunGuy", "..." , "MonsterYouWantHereNumberN" }; // N means the number of the slots that the array will have.
//Monster Spawner
script 13 (Void)
{
while (norepeat < 1)
{
Floor_MoveToValue (70, 32, 0, 0); //don't know why you have putted that inside the while, you can move it ouside.
repeat = 1; //pretty useless imo. norepeat removed for great justice.
while (repeat < 10)
{
SpawnSpot (monsters[ monster1 ], 73 , 0, 250);
SpawnSpot (monsters[ monster2 ], 74 , 0, 135);
//insert how many spawnspot you want here...
Delay (3*35);
++repeat;
if (repeat = 2)
{
monster1++;
monster2++;
//etc.
}
else if (repeat = 3)
{
monster1++;
monster2++;
//etc.
}
else; //etc. etc. etc. modify it as you wish.
}
if([condition to stop the waves met])
norepeat = 1;
else
{
repeat = 1;
monster1 = 1;
monster2 = 1;
//etc.
}
}
}
i think (hope) i have forgot anything...
hope it helped.
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