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Camaxide

Thing_Spawn Custom Actor

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What's the best way to make a custom actor spawn? I need it to spawn silent and to be able to spawn it repeated times. I use DB2 with UDMF for Doom - I modified some files to include the custom actor earlier, but this didn't seem to do the trick..

Oh, the item I have has its own custom spawn ID - which I try to use when spawning

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Use SpawnSpot, or a similar Spawn function from the table at the bottom of the wiki page. You put a classname as its argument, not spawn number. The function must be called from an ACS script, not from a linedef, though.

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Ah ok. I hoped there was a way allowing it to go without a script. But thanks anyway :)

No way to simply add Spawn ID or actorname in UDMF format for a thing_Spawn?
It seem so likely that it should work, just that I havent gotten it to by the usual ways.. Since Doom calls for ID's spanning up to 255 - and never using anything higher than 15x itself, it opens for up to 100 spawn-ID's to be tagged to new items and allow for execution if I just knew how to get the ID passed onto the editor :)

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Thanks a lot. I know many of the things can be done with some neat scripts. But I didnt want to wrap my head into all the code as I already have spent weeks on all the lines of code in my Decorate, SBAR and other files. But it seem it's the way I have to go with some things. I made it work now using the linedef to execute the Spawnspot you mentioned earlier. And it went a lot smoother than I'd expect it to..

Thanks a lot for the help - you should get a medal for all the effort on the forum ^^ I see you answer questions in lots of posts, its apreciated :)

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Camaxide said:

Ah ok. I hoped there was a way allowing it to go without a script. But thanks anyway :)

No way to simply add Spawn ID or actorname in UDMF format for a thing_Spawn?
It seem so likely that it should work, just that I havent gotten it to by the usual ways.. Since Doom calls for ID's spanning up to 255 - and never using anything higher than 15x itself, it opens for up to 100 spawn-ID's to be tagged to new items and allow for execution if I just knew how to get the ID passed onto the editor :)


Well, you can use line specials or actor specials to spawn stuff. Note how in UDMF you can use the arg1str argument to use a class name instead of a spawn number.
http://zdoom.org/wiki/Thing_Spawn
http://zdoom.org/wiki/Thing_SpawnFacing
http://zdoom.org/wiki/Thing_SpawnNoFog
http://zdoom.org/wiki/Thing_Projectile
http://zdoom.org/wiki/Thing_ProjectileAimed
http://zdoom.org/wiki/Thing_ProjectileGravity
http://zdoom.org/wiki/Thing_ProjectileIntercept

Also, in recent development builds, you can redefine spawn numbers in MAPINFO, without having to change the actors.
http://zdoom.org/wiki/MAPINFO/Spawn_number_definition

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Hm, but the Arg1 is used for 'MapSpot Tag' .. Or am I mistaken what you mean by arg1str? I tried also to make a new property with that name and define but crashed DB2 this way - so seem not right. What you suggest seem like the perfect solution if I should solve it without a script - but I somehow get it wrong :)

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