player Posted June 30, 2003 I was wondering if since some games if one kills a enemie it sometimes spawns another enemy suck as in duke 3d with the pig tanks destroy the tank a pig cop is spawned or in the jedi knight games, destroy the atst and an imperial stormtrooper or officer or even a commando gets spawned would that be possible in Doom or doom 2 using a program like dehacked or would it be like rewriting the whole program... ? the reason im asking this is because im fooling around with a AT-ST in doom and when i kill it i wanna see some imperials get out of the wreckage 0 Share this post Link to post
Naked Snake Posted June 30, 2003 You could. Like, you could make a "shotgunner tank" using the mancubus, make the Mancubus drop a shotgunner on death and booyaka! 0 Share this post Link to post
player Posted June 30, 2003 the only problem is that using dehacked there is a dropped by enemy if there was an option which enemy would drop what then everything would be easiter 0 Share this post Link to post
boris Posted July 1, 2003 If you're using ZDoom you can easily spawn any (spawnable) thing on an monster's death. Just set the monster's speical to execute a script that waits a couple tics and then spawns another monster at the same spot. You can't directly use the spawn command as the monsters special because the place will still be blocked for some time when the monster dies. Here is a funny example. 0 Share this post Link to post
Sphagne Posted July 1, 2003 Remember, if you want to spawn a solid object over the killed monster, you have to wait until the killed monster comes out of it solid state (when dropping on the ground) then spawn the object, just call a script and use delay before the new spawn. 0 Share this post Link to post
boris Posted July 1, 2003 Sphagne said:Remember, if you want to spawn a solid object over the killed monster, you have to wait until the killed monster comes out of it solid state (when dropping on the ground) then spawn the object, just call a script and use delay before the new spawn. Did you actually read the 2nd sentence of my post? 0 Share this post Link to post
Epyo Posted July 1, 2003 Really? I don't think I ever had to do that...I gotta check. 0 Share this post Link to post
Sphagne Posted July 1, 2003 Well, I read your post, but the wait phrase just escaped my eyes ;) 0 Share this post Link to post
player Posted July 1, 2003 hmm... it seems tough to do, but it will be a really interesting thing to see 0 Share this post Link to post
The Flange Peddler Posted July 1, 2003 haha. That respawn wad is a funny little example level. Would have been even better if a bfg and some cells had been included... 0 Share this post Link to post
Nanami Posted July 2, 2003 Yeah, ZDoom is great for this. Using a Z Thrust and a spawn on death I made some marines that lose their weapon when they die. Shotgun, SSG, chaingun, and one had a plasma rifle. Worked great. 0 Share this post Link to post
Tobester Posted July 2, 2003 change the ammo clip into an imperial troop and the pistol zombie into an atst vwaa fucking laa 0 Share this post Link to post
player Posted July 2, 2003 hmm... so if i wanted the cyber to drop something i would have to do some scripting then some testing 0 Share this post Link to post
Nanami Posted July 2, 2003 Or you could copy and paste the Cyber stats to something that drops an item (zombieman) and change what they drop (clip) into something. However, doing this is a bad idea. Cybers (and Masterminds) have a hard-coded BOSS bit that makes their sounds like waking and death heard all over the map, and makes them immune to splash damage. Basically that means if you move the Cyb, he'll go down in WAY fewer rockets, and he'll be a lot quieter. I suggest scripting. 0 Share this post Link to post
Tobester Posted July 2, 2003 Nanami said:Or you could copy and paste the Cyber stats to something that drops an item (zombieman) and change what they drop (clip) into something. AKA what I said. 0 Share this post Link to post