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

Monster Triggers

Recommended Posts

If you want only one action to occur upon a certain monster's death you just simply set his thing special. Double click the thing in wauth and a menu will pop up (I'm sure you know this already). Under the thing type there's a little pull down menu with a bunch of specials listed. Select Door_Open and fill in the fields accordinly (I believe it's (tag, speed, lock) for Door_Open).

If you want to have multiple actions occur when the monster dies (ie, a door opens, some health spawns and the player gets flung 128 units, all at the same time), then instead of Door_Open, use ACS_Execute which will execute a script you specify when the monster dies (the fields for ACS_Execute are (script, map, arg0, arg1, arg2), most likely you won't need any aside from the first though, map0 would be the current map).

Hope that helps.

Share this post


Link to post

If you want a door to open when you kill one monster, attach this special to the monster in the thing properties box:

Door_Open (tag, speed)

If you want a door to open when you kill a group of monsters, give them all a tag and set up this script:

script 1 (void)

{
print (s:"kill everything to open the door");
while (thingcount (0, tag))
{
delay(35);
}
Door_Open (tag, speed);
}


Make sure you activate the script when you enter the room. (you don't need the print message, I just put it there for effect)

Share this post


Link to post
thedemonsarecoming said:

Do I set the sector linedefs to normal, since I dont want the player to be able to open it without killing the monsters?


yes.

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
×