Lost Souls from hell infinitely invade until you collect the red skull and walk over their spawn spots, (10 locations planned). Spawn spot being worked on now.
I'm using Doom Builder X, (& 2 aswell, if need). GZDOOM builder has lock number. I wouldn't mind migrating but if I do that will I ruin compatibility for Zandronum, using lock number? Else is there a solution (preferably the easiest). I'll have to stop the OPEN script once player has key and walks over. Aswell as something to notify the spawn point shutdown. Here is the current lost soul code.:
//lost souls spawn for 80 years
script 899 open {
while(true) {
int x=1; //set x to 1 for each loop
while(x<=1) // number of monsters to spawn
{
x++;
SpawnSpotFacingForced("lostsoul",138,0);delay(1);
delay(10); //wait 10 ticks to spawn each monster
}
delay(1000); //wait 100 ticks and do it again
}
}
Modified code found here on the forums. Also might be bad to keep them infinite due to longevity of performance as game continues.
Lost Souls from hell infinitely invade until you collect the red skull and walk over their spawn spots, (10 locations planned). Spawn spot being worked on now.
I'm using Doom Builder X, (& 2 aswell, if need). GZDOOM builder has lock number. I wouldn't mind migrating but if I do that will I ruin compatibility for Zandronum, using lock number? Else is there a solution (preferably the easiest). I'll have to stop the OPEN script once player has key and walks over. Aswell as something to notify the spawn point shutdown. Here is the current lost soul code.:
//lost souls spawn for 80 years script 899 open { while(true) { int x=1; //set x to 1 for each loop while(x<=1) // number of monsters to spawn { x++; SpawnSpotFacingForced("lostsoul",138,0);delay(1); delay(10); //wait 10 ticks to spawn each monster } delay(1000); //wait 100 ticks and do it again } }
Modified code found here on the forums. Also might be bad to keep them infinite due to longevity of performance as game continues.
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