Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Leon

How to make monsters come out of transporters?

Recommended Posts

Does this require scripting or not? I'm using Doombuilder in Doom 2 format

Share this post


Link to post
Leon said:

How to make monsters come out of transporters?

Are you asking how to allow monsters to teleport? It is done in the same way as allowing a player to teleport.

Or are you asking how to spawn monsters out of "thin air"? If this is what you want, you'll need to use a source port that supports this. For example, in ZDooM you'll need to use the Thing_Spawn special. If you want to spawn the monster by name instead of spawn number, you'll need to use SpawnSpot in a script.

Share this post


Link to post
ReX said:

Or are you asking how to spawn monsters out of "thin air"? If this is what you want, you'll need to use a source port that supports this.

Doesn't require scripting really, just put a bunch of monsters before a teleporter in an inaccesible room.

Share this post


Link to post
tempun said:

Doesn't require scripting really, just put a bunch of monsters before a teleporter in an inaccesible room.

My example referred to instances when the monsters don't exist in the wad before they are teleported into a map.

The example you gave was already addressed when I wrote: "It is done in the same way as allowing a player to teleport."

Share this post


Link to post

Make a separate room with monsters, and put a line in for the teleporter.

You can make a door open up to release monsters.

Add a window/opening into the room and connect it to your map so that non-Deaf monsters will hear you immediately and start roaming. Alternatively you can add more control by using multiple levels of "Block Sound" lines to control when exactly you want the monsters to hear and start roaming, and another trigger to open the door(blocking the monsters from the teleport line).

Share this post


Link to post

You don't need to have a physical connection between your map and your monster-holding-pens if you join a sector across the two of them (so if your starting room has sector 1 in it, have the pen also be sector 1)

Share this post


Link to post

It's worth noting that with the 'monsters in the pen' method (non-scripting one), monsters will have to 'hear' the player before they can teleport; and on some sourceports (plus vanilla Doom) loading a savegame can make the monsters 'forget' they ever heard you, potentially breaking the function.

Share this post


Link to post

Putting the penned monsters on a moving floor - and adding a second teleport line that sends them to the back of the queue if the primary teleport destinations happen to be occupied - is a way around that problem.

Share this post


Link to post

It's seems like the right thread to ask this: when using Thing_Spawn, why monsters teleport every time when user crosses the linedef, even tho Repeatable Action is not selected? Am i doing something wrong? Is there a way to fix it? Doom in Hexen format, btw.

Share this post


Link to post
Phobus said:

You don't need to have a physical connection between your map and your monster-holding-pens if you join a sector across the two of them (so if your starting room has sector 1 in it, have the pen also be sector 1)


Yea, you change the line's sector reference to one that can hear sound but that also requires any lowering floor/door opening's sides facing outward and teleporter lines the same sector ref.

Share this post


Link to post

Probably easier to just say "draw out a new sector, then select the sector in your main map and your new sector, hit J (in DB) and you're good to go!" but yes, the technical stuff behind it is as you've said.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×