EANB Posted June 24, 2007 I am wondering how to get monsters to spawn within a map (Zdoom-Doom in Hexen format). When the player crosses a line, I want a demon to spawn in a pit of lava. Heres what I have so far- Lindef action: 135 thing spawn Activation: Player walks over Spawn Thing: 8 Thing angle: 180 However, I dont understand this which is from the Zdoom wiki article: Mapspot tag:? TID is a number that makes a thing unique, the default is zero, and therefore a TID is usually set to something else, like 1. In Doom Builder you have to right click on a thing, select the Effects tab and change the Thing Tag to something besides 0. How to I get it to work? 0 Share this post Link to post
Steeveeo Posted June 24, 2007 well, to get somtm to spawn in ZDoom, you need a map spot. Just place that in your map, give it a Thing ID tag, and tell the line to spawn thingtype 8 at mapspot <insert tag here> 0 Share this post Link to post
EANB Posted June 24, 2007 I have another question. Why is it that sometimes I have to walk over the line twice, or Backwards to get it to work? The line is facing < and the player moves > 0 Share this post Link to post
Xaechireon Posted June 24, 2007 Maybe because its a repeatable action. 0 Share this post Link to post
deathbringer Posted June 24, 2007 flip the linedef, then try it. Can sometimes happen with teleporters, you walk onto them and then have to walk off before the teleport happens, because the linedefs are "facing the wrong way" 0 Share this post Link to post
EANB Posted June 25, 2007 The lindef is facing the right way (the little stick thingy points in the direction that the player comes from), but it doesnt seem to happen anymore (problem is fixed). Question #3 I have seen some nice lava effects in wads that cause the pool to 'ooze' (in KDIZD, for example). How would I go about implementing this? Floor Waggle just seems to make the pool rize and fall, without oozing. 0 Share this post Link to post
farhaven Posted June 25, 2007 The ANIMDEFS lump is the way to go. Look for warp and warp2. The first one warps a flat (or texture) like quake did and the second one is used for a more water-like effect. I suggest using a static flat,as an animated one just looks plain ugly when warped. 0 Share this post Link to post
EANB Posted June 26, 2007 Thanks. As you can probably tell, I have just started toying around with doom in hexen format- I didnt realize it was so easy to use. 0 Share this post Link to post
EANB Posted June 29, 2007 Alright heres another question- Is there a way I can get a random monster to spawn in a desired location? (Without using Icon of Sin thingies) 0 Share this post Link to post
boomlala Posted June 29, 2007 You could spawn a DECORATE actor which will spawn a random monster in its Spawn state: I'm not a DECORATE wizard but I'm sure that it's a combination of A_Jump and Thing_Spawn. The ZDOOM wiki has documentation about DECORATE. 0 Share this post Link to post
Isle Posted June 29, 2007 fuck decorate use acs and put all the doom monster spawn numbers in an array and use a combination of thing_spawn() and random() in a script. 0 Share this post Link to post
EANB Posted June 29, 2007 I think I will go for the array thing, but I just looked up arrays on the zdoom wiki and they look awful complicated... How would I go about writing it? 0 Share this post Link to post
Tornado Posted December 22, 2023 i am use 135 spawn thing with a switch . I give a mapspot tag and under at thing type i can't see my every actor what i made in slade . If i write the name manually or the actor id and then press ok it's closed and then when I open again the thing type stay none . What is the problem ? How can i see every actor at thing type ? I want to spawn monsters with switch . The spawn thing is working but not with every actor. I am use Ultimate Doom Builder R4140 64bit v3.0.0.4140 (39be7a7) . 0 Share this post Link to post