Lorenzo Posted July 29, 2008 Ok, I have some questions about zdoom scripting and features: 1) I saw a youtube movie of someone playing Scythe2 using Hexen weapons... so i wonder: is there a Hexen weapons mod for (z)doom? 2) Is there anywhere the decorate code for the original doom monsters? 3) I'd like to create the following effect (using zdoom scripts): you have a marine and a baron, each one with its own tag (1 and 2 respectively); the baron attacks and kills the marine. Then marine's body disappears and another marine (with the same tag) is spawned and all starts again. I have not problems in making the baron against the marine, but the marine's dead body keeps the same tag of the living marine? Can i use "remove_thing(1)" ? 4) in a variation of the same scene, i'd like to respawn the dead marine, like an archvile is respawning it... how can i make this with zdoom scripts? Obviously the respawned marine should keep the same tag. Can you please help me? Thank you ! 0 Share this post Link to post
Dreadopp Posted July 29, 2008 2) The ZDoom wiki has most, if not all, the original Doom monster DECORATEs: http://zdoom.org/wiki/Main_Page Just type the original names for the monsters: Demon, Baron, Zombieman, etc... 4) In the DECORATE lump, you could make an actor: actor Deadmarine. When you place him on the map, you could make him dormant and when you need him, use Thing_Activate via ACS scripting. This will make the dead marine go to the See State. For the States, you could do something like this: ACTOR Deadmarine 8790 { states { Spawn: PLAY N -1 Loop See: PLAY MLKJIH 6 PLAY H 0 A_Spawnitem("yourmarine") Stop } } Hope this helps out a bit. :) 0 Share this post Link to post
Lorenzo Posted July 29, 2008 Mmmh Thank you for the link, but i don't understand very well the decorate feature: shell i create a new thing, with the dead marine sprite, that when sees me awake and generate a marine? Is there a simpler way to do this effect? 0 Share this post Link to post