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Vanessa

hey so I need more mod help and shit

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I'm gonna make another DooM mod soon. I'm hoping to have @Doomkid do the maps and I have asked if he can. Anyways, that is not the point of this thread: I wanted to ask two questions so I could get help with the topics.

Question number one: How do I get one custom monster to replace more than one vanilla monster in SLADE 3? Can I even do that?
Question number two: What if I make two custom weapons replace one vanilla weapon so that sometimes you get one custom weapon, sometimes you get the other, would that work? Would it fuck my mod up?

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For question 1, I would create your new monster and replace one monster, then create an inherited copy to replace the other.

Like so:

Quote

ACTOR NewMonster REPLACES FirstMonster {}

ACTOR NewMonsterCopy : NewMonster REPLACES SecondMonster {}

 

For question 2, you can use a RandomSpawner to spawn one or the other but I don't know if it's possible to restrict the other from being able to be taken. Maybe a condition check in each one to see if the player posseses the other, then fail the pickup based on that.

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15 minutes ago, Nevander said:

For question 1, I would create your new monster and replace one monster, then create an inherited copy to replace the other.

Like so:

 

For question 2, you can use a RandomSpawner to spawn one or the other but I don't know if it's possible to restrict the other from being able to be taken. Maybe a condition check in each one to see if the player posseses the other, then fail the pickup based on that.

Thanks! Really helped a lot man. :)

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I would use a RandomSpawner to replace each monster, and have both of them spawn the same new monster.

EDIT: Actually, it doesn't need to be a RandomSpawner. Something like this:

Actor FirstMonster2 Replaces FirstMonster
{
  -SOLID
  Height 0
  Radius 0
  +NOGRAVITY
  States
  {
    Spawn:
      TNT1 A 0
      TNT1 A 1 A_SpawnItemEx("NewMonster",0,0,0,0,0,0,0,SXF_TRANSFERAMBUSHFLAG)
      Stop
  }
}

Actor SecondMonster2 : FirstMonster2 Replaces SecondMonster {}

 

Edited by Empyre

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23 hours ago, Empyre said:

Something like this:


Actor FirstMonster2 Replaces FirstMonster
{
  -SOLID
  Height 0
  Radius 0
  +NOGRAVITY
  States
  {
    Spawn:
      TNT1 A 0
      TNT1 A 1 A_SpawnItemEx("NewMonster",0,0,0,0,0,0,0,SXF_TRANSFERAMBUSHFLAG)
      Stop
  }
}

Actor SecondMonster2 : FirstMonster2 Replaces SecondMonster {}

 

...that's already how I do it

But thank you for trying to help me! 

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