stewboy Posted September 9, 2005 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? 0 Share this post Link to post
[KoZ]MatthewPe2 Posted September 9, 2005 make a decorate monster with the FRIENDLY flag eg.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 0 Share this post Link to post
solarsnowfall Posted September 9, 2005 Thing_Spawn doesn't work for Decorate Actors. You have to use SpawnSpot("ActorName", args ect); 0 Share this post Link to post
justin023 Posted September 9, 2005 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 0 Share this post Link to post
TheDarkArchon Posted September 9, 2005 SpawnSpot's better anyway. Using Thing_Spawn is messy, to say the least. 0 Share this post Link to post
solarsnowfall Posted September 10, 2005 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. 0 Share this post Link to post
TheDarkArchon Posted September 10, 2005 The ZDoom wiki states: * SPAWNID value Defines the spawn ID to be used with Thing_Spawn and its derivates. 0 Share this post Link to post
solarsnowfall Posted September 10, 2005 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=148177&highlight=#148177 0 Share this post Link to post
Quasar Posted September 14, 2005 And this kind of thing is why Eternity treats all actor types in a uniform manner. 0 Share this post Link to post
justin023 Posted September 20, 2005 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/zdoom/pages/zdoom64.asp 0 Share this post Link to post