TNT1 A 0 A_print("Hello world! Yes, it's me. AGAIN")
I got a lootable closed chest up and working and now I'm writing the loot spawners for when it is opened by the player:
Spoiler
ACTOR OpenCrate
{
+FloorClip
Scale 0.5
States
{
Spawn:
CHOP A 1
CHOP A 1 A_SpawnItemEx("Armorloot",0,0,0,1,-2,8)
CHOP A 1 A_SpawnItemEx("Ammoloot",0,0,0,1,2,8)
CHOP A 1 A_SpawnItemEx("Healingloot",0,0,0,1,0,8)
Rest:
CHOP A 1
loop
}
Now, here's the catch: each one of the "loot" objects is a random spawner that picks between different items of the same type (of course armor, ammo, and healing items). Since this is just a prototype (there will be more spawn states with more loot combinations of three) and I want them to be randomized, I want those items to retain the velocity of the "loot" spawner actors written above, so the loot won't clip with itself and the three categories always pop up in those 3 directions. Is it possible?
Edit: maybe a pointer with change_velocity? But how can I get the spawner point to the loot item?
TNT1 A 0 A_print("Hello world! Yes, it's me. AGAIN")
I got a lootable closed chest up and working and now I'm writing the loot spawners for when it is opened by the player:
ACTOR OpenCrate
{
+FloorClip
Scale 0.5
States
{
Spawn:
CHOP A 1
CHOP A 1 A_SpawnItemEx("Armorloot",0,0,0,1,-2,8)
CHOP A 1 A_SpawnItemEx("Ammoloot",0,0,0,1,2,8)
CHOP A 1 A_SpawnItemEx("Healingloot",0,0,0,1,0,8)
Rest:
CHOP A 1
loop
}
Now, here's the catch: each one of the "loot" objects is a random spawner that picks between different items of the same type (of course armor, ammo, and healing items). Since this is just a prototype (there will be more spawn states with more loot combinations of three) and I want them to be randomized, I want those items to retain the velocity of the "loot" spawner actors written above, so the loot won't clip with itself and the three categories always pop up in those 3 directions. Is it possible?
Edit: maybe a pointer with change_velocity? But how can I get the spawner point to the loot item?
Edited by Grey_WolfShare this post
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