0 Stabbey Posted August 30 UDB is the name of the editor. Do you mean UDMF format? There are a few ways. There can be your standard monster closets - walls which only open on the way back, monsters already alerted can teleport into the corridor at pre-placed Teleporter Destinations, or you can use scripts to just spawn monsters in at pre-placed Map Spots. The first two can be done in any format. Using scripts requires UDMF or Hexen format, but one drawback is that monsters spawned from scripts will increase the monster count, and some players dislike sudden increases in the amount of monsters they thought they had left. Which way sounds appealing to you? 1 Share this post Link to post
0 Havok Posted August 30 Yes Ultimate Doom Builder and UDMF format. I don't want monster closets, I just want the enemies to spawn in on my way back through a corridor. I want this "use scripts to just spawn monsters in at pre-placed Map Spots". Does it have to be done with scripts? How do I do it with or without scripts in Ultimate Doom Builder? I'd prefer that the spawned in monsters (not infinitely spawning in by the way, they just spawn in once) already are counted in the monster count when you start the level. Can that be done? Is there a way to determine the true monster count when you start a level as I know there's ports that can show that but you're saying scripted monsters won't be included in that count at the start of the level? 0 Share this post Link to post
0 Artinum Posted August 31 (edited) 16 hours ago, Havok said: Yes Ultimate Doom Builder and UDMF format. I don't want monster closets, I just want the enemies to spawn in on my way back through a corridor. I want this "use scripts to just spawn monsters in at pre-placed Map Spots". Does it have to be done with scripts? How do I do it with or without scripts in Ultimate Doom Builder? I'd prefer that the spawned in monsters (not infinitely spawning in by the way, they just spawn in once) already are counted in the monster count when you start the level. Can that be done? Is there a way to determine the true monster count when you start a level as I know there's ports that can show that but you're saying scripted monsters won't be included in that count at the start of the level? Monsters that are present at the start of the level are shown in the initial count. Newly spawned monsters (either through scripted actions, or existing mechanics like lost souls being spawned by pain elementals or the revival effect of archviles) are NOT shown in the initial count and will increment it when they are spawned. So if you want to keep the count static, you need your "spawned" monsters to already exist and to teleport them in. You can set up teleport groups, etc to be triggered by line actions - you don't need to write scripts for those, but scripts may be easier if they get complicated. (All that said, you CAN keep the count static if you spawn new monsters and use RemoveThing to delete existing monsters at the same time - the latter will decrease the count, assuming you've not killed the Thing you're removing - but if you're going to add new monsters and delete dummy ones, you may as well just use a teleport.) 1 Share this post Link to post
0 Kappes Buur Posted September 1 Do a playthrough of Xperiment where this was done to perfection. It looks even better when played with BDv22test3. 0 Share this post Link to post
As the title.
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