Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Recommended Posts

2 minutes ago, DownloadTheseSweetViruses said:

does it also specify to how to link it to a certain monster

That behavior is hardcoded and automatic.

 

If you're using an advanced source port like GZDoom, though, you have more flexibility. If you're talking vanilla-compatible, that's entirely hardcoded - it only works for maps using those slots and those monsters specifically.

Share this post


Link to post
1 minute ago, Dark Pulse said:

That behavior is hardcoded and automatic.

 

If you're using an advanced source port like GZDoom, though, you have more flexibility. If you're talking vanilla-compatible, that's entirely hardcoded - it only works for maps using those slots and those monsters specifically.

I am using GZDoom

Share this post


Link to post
8 minutes ago, DownloadTheseSweetViruses said:

does it also specify to how to link it to a certain monster

 

Well, yes, but only available to Boom (+Dehacked BEX) and above . Not mentioned in the articles unfortunately.

Share this post


Link to post
24 minutes ago, DownloadTheseSweetViruses said:

is there any way to specify monsters in doom 2 (GZDoom)

Right click on the monster in the map editor and select the "actions/tag/misc" tab. There, you'll find a drop down list of actions that can happen when that monster dies, IIRC. Hope this helps.

Share this post


Link to post
10 minutes ago, Payload4367 said:

Right click on the monster in the map editor and select the "actions/tag/misc" tab. There, you'll find a drop down list of actions that can happen when that monster dies, IIRC. Hope this helps.

Can you send a screenshot I can't see it. thank you (sorry for this stupid request.)

Share this post


Link to post

It's basic functionality, of course it's also in Doombuilder. It may just look slightly different. Here's a screenshot from Doom Builder X:

 

db2thingaction.png.f6bbc8faec73737127b413ef8734acbd.png

 

Note that this opens a door after killing just one enemy. If you wanted the door to only open after killing all the enemies in the area, you'd have to use ACS scripting.

Share this post


Link to post
5 minutes ago, Scypek2 said:

It's basic functionality, of course it's also in Doombuilder. It may just look slightly different. Here's a screenshot from Doom Builder X:

 

db2thingaction.png.f6bbc8faec73737127b413ef8734acbd.png

 

Note that this opens a door after killing just one enemy. If you wanted the door to only open after killing all the enemies in the area, you'd have to use ACS scripting.

does it have to be doom builder x or any version of doom builder (sorry if this conversation is getting tedious)

Share this post


Link to post
4 minutes ago, DownloadTheseSweetViruses said:

does it have to be doom builder x or any version of doom builder (sorry if this conversation is getting tedious)

Any version of Doom builder.

Share this post


Link to post

It does depend on the map format. Assigning TIDs to Things will only work if the map is in Doom-in-Hexen or UDMF formats. Vanilla Doom/Boom formats cannot deal with TIDs or ACS scripting.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×